This document summarizes a theater game concept called "PLAY ME". It involves participants taking on roles in a simulated life experience over the course of 60 minutes, where 1 minute equals 1 year. Participants complete a profile questionnaire, are assigned random roles, and make life decisions that impact their character's social, financial, and health situations. They use interactive devices like glasses and clothing to engage with the experience. The goal is to provide an engaging format for self-reflection, data collection, and exploring different life paths through role-playing scenarios.
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1. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – Theatre Game Concept
Pedro Aibéo
QUT / Aalto University
Helsinki, FI
pedro@aibeo.com
Kelvin Autenrieth
Independent
Leipzig, DE
autenrieth@edu-gaming.de
Rolf Kruse
Erfurt University of
Applied Sciences, DE
rolf.kruse@fh-erfurt.de
Heidi Uppa
Aalto University
Helsinki, FI
heidi.uppa@aalto.fi
2. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – Theatre Game Concept
• Interactive theatre role-play & game experience
• Combines: game design theories + theatrical narrative + abstract urban
environment + technology & digital tools
• A flexible multi-purpose platform
• Internationally applicable format (different locations & cultures)
• Possibilities to customise the user experience according to the narrative structure
• Engaging way to collect real-time research data (quantitative + qualitative)
• Offers new, engaging, anonymous experiences for participants
• Tool for improving self-awareness and development
3. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – introduction
GAME ELEMENTS:
Arrival to the venue, you will
get game elements and devices
(mobile device, clothing, glasses/mask, ...)
GAME PROFILE:
You answer to a questionnaire about
your life and goals for the future
> a game profile
ROLE SWITCHING:
You will get a life/role of
another participant to play
GAME RULES:
In the game 1 minute of
your life is equal to 1 year...
GAME PLAY STARTS:
Play your new role! Game session consists of 6–10 events
and tasks for the group and individuals. Make your life choices
according to the goals pre-defined in the beginning.
REFLECTION:
You will get a report of your game performance
& your own life played by another player
GAME PERFORMANCE:
Events and tasks performed in an customised,
abstract urban game environment
4. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – game phases
GAME PROFILES:
– Personal history: past life events
– Current situation: lifestyle & values
– Light personality test (9 types)
– Future goals
GAME EXPERIENCE:
Narrative consists of 6–10 events which include
tasks for the group/s (total 20–30 players) and
individuals according to the theme and objectives.
Maximum time: 60 mins/game
FEEDBACK:
Each participant gets a summary
of his/her performance in the game
PROFILING ACTION REFLECTION
1. 2. 3.
BEGINNIN G2 5%
COMPLETE
50%
COMPLETE
75%
COMPLETE
READY
“Game name”
PERSONAL
HISTORY
TIMELINE
(drag events to the time)
FAMILY RELATIONSHIP EDUCATION WORK HEALTH
born
1986
Sister born
Brother born
Daug ther ...
Son born
Relati onshi p with a woman
Engagement with ...
Marrie d with ...
Relati onshi p with a man Primar y school
High school
Career college
Polytechnic
University (Bachelor )
University (Master)
University (Doctor)
Other
Intership
Employment
Entrepreneur
Freelanc er
Pregnanc y
Surgery
Cancer
Broken leg
Allerg y
...
... died Divorce / broke up
Continue
“Game name”
LIFE GOAL
Continue
lonely active
SOCIAL LIFE
sadf ull of love
LOVE LIFE
poor good
FINANCIAL SITUATION
sad happy
HAPPI NESS
lowh igh
ENERGY
CURRENT
FUTURE
Closed system/world
work
home
socialWORK:
doing things
to earn points
HOME:
Private,
personal
relief, family
SOCIAL:
Public
INFLUENCES
FROM OUTSIDE:
not controllable
predictable/known or
unpredictable/random,
positive or negative
adding or subtracting
5. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – role of participants
– Time: maximum 60 min (1 min = 1 year)
– Context: given situation, place & society
– Game rules & elements
– Yourself
DECISIONS ACTIONS LIMITATIONS
– Based on decisions & situations
– About 90% of our actions are
unconcious and automatic
– Your actions are expressing your
real ideals & values
– Related to different aspects of
individual’s life: work, social, health,
spiritual etc
– Collaborative or competitive tasks
– Moral dilemmas to solve
– Past experiences, life events and
memories etc. affect decisions
– Your decisions are reflecting your
views, goals, ideals & real values
ROLE SWITCH
– You play the rest of the life of someone
else
– Takes away the social pressure not
to act as yourself
– Social event after: possible to discuss
about meanings, “why did you do this?”
6. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – interaction devices
GLASSES (Google/3D-AR):
– Additional information
– Possibilities for full-view overlay
– Connected to mobile device
CLOTHING (cloak):
– Colour coding/communication
– Technical material
BELT (optional):
– Colour coding/communication
– Technical material: light reflective
MOBILE DEVICE (smartphone):
– Communicator (server connection)
– Game instructions
– guiding throught the game
HEAD SET (smartphone):
– Connected to mobile device
– Game instructions
HEAD PROJECTOR (optional):
– Colour coding/communication
7. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – technical structure
MOBILE DEVICES SPATIAL ELEMENTS
GAME
STRUCTURE
PROFILE
DATA
MODERATOR/S
controlling/supervising
the server and serving as
a gateway to the WiFi
SERVER UNIT
ACCESSORIES
Clothing (cloak)
Head set
Glasses scripted, automatic,
programmed process
Touch screens NFC track/stickers
Floor projections
Projections
Light sensitive stickers & tapes
Printable OLED’s
3D objects
WIFI network
8. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – spatial solution
SPATIAL MOVEMENT RECOGNITION
– in XY coordinates and gyroscope
– geo-tracking: to know where players are
SPATIAL COMMUNICATION:
– lights, minimal elements & symbols
– areas: work, home, social
– otherwise dark environment
OBJECTS IN GAME SPACE:
– evt. touch screens: group tasks
– evt. totem: to show overall group performance & time left
– evt. blocks for construction and exchange
9. POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – game structure
RESOURCES, PROPERTIES & STATES
Estate, Food, Energy, Currency, Wealth, Awards, Mana,...
Tools, Keys/Codes,...
...are associated with participants (private),
groups or the community (public)
...change during play due to Activities and Events:
move, in-/decrease, add/subtract
...are visualized by..
Size of Areas (on the Floor)
Type and Number of virtual or physical Objects
Colors of (ambient?) Lights
Text, Numbers and Bars/Diagrams on private Tablets or public Displays
2–3 SYSTEM LEVELS
Community
Groups
(each participant is part of
1 home, 1 work 1 social group)
Personal
ACTIVITIES
Tasks have to be done
Can be done to reach Goals
Events are changes of state(s)
...resulting from personal activities,
...following personal decisions or votes of the group
or community
...or are triggered from outside
Types of Work
Physical
Agility
Social
Thinking
10. POSM ‘14 workshop presentation, 27.10.2014
Pedro Aibéo
QUT / Aalto University
Helsinki, FI
pedro@aibeo.com
Kelvin Autenrieth
Independent
Leipzig, DE
autenrieth@edu-gaming.de
Rolf Kruse
Erfurt University of
Applied Sciences, DE
rolf.kruse@fh-erfurt.de
Heidi Uppa
Aalto University
Helsinki, FI
heidi.uppa@aalto.fi
Idea Concept development Protype
Testing quick ptotyping
Testing improvents Theatre game sessions Evaluation
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