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  • Terms , terminology What kind of games exist on the cell phone now. What kind of games could exist on the cell phone. Mobile games have always existed e.g card games, board games involves movement
  • Gaming

    1. 1. Cell Phone Games (Mobile Games, Wireless Gaming) Casual Games Massive Multiplayer Games Alternate Reality Games Community Games
    2. 2. History of Cell Phone Gaming <ul><li>1997 - Snake (Nokia 6110) </li></ul><ul><li>2001 - Color screens (Nokia) </li></ul><ul><li>2003 - Nokia N-Gage/N-Gage QD </li></ul>
    3. 3. Casual Games “ A game intended for people for whom gaming is not a primary area of interest. ” <ul><li>Low barriers to entry </li></ul><ul><li>Short play time </li></ul><ul><li>Inexpensive </li></ul><ul><li>Forgiving </li></ul><ul><li>Replayable </li></ul>Characteristics of casual games Steve Meretzky, senior designer of Blue Fang GDC’s 2008 Casual Games Summit
    4. 4. Massive Multiplayer Games Alternate Reality Games Community Games Pervasive Games
    5. 5. MMOGs Massive Multiplayer Online Games <ul><li>Characteristics </li></ul><ul><li>supports hundreds of players </li></ul><ul><li>persistant world </li></ul><ul><li>players create content </li></ul><ul><li>players are ‘prosumers’ </li></ul><ul><li>emergent content </li></ul>
    6. 7. Vollee
    7. 8. Alternate Reality Games (ARGs) What if reality were different? What if you suddenly discovered not just different customs but different rules, different rewards, wholly different aspirations – a reality in which everyday occurences were not exactly what you thought, in which certain activities suddenly took on a rich and newly meaningful sense of possibility…..
    8. 9. Alternate Reality Games take the substance of everyday life and weave it into narratives that layer additional meaning, depth, and interaction upon the real world . The contents of these narratives constantly intersect with actuality, but play fast and loose with fact, sometimes departing entirely from the actual or grossly warping it - yet remain inescapably interwoven. Twenty-four hours a day,seven days a week , everyone in the country can access these narratives through every available medium – at home, in the office, on the phones ; in words, in images, in sound. Modern society contains many managed narratives relating to everything from celebrity marriages to brands to political parties, which are constantly disseminated through all media for our perusal, but ARGs turn these into interactive games. Adam Martin, Tom Chatfield 2006 Alternate Reality Games White Paper - IGDA ARG SIG
    9. 10. This is not a game!
    10. 11. Pervasive street adventure Join the rebel fight against Global Nation Tactical battles where brainpower matters Build the best robot for your career Multiplayer and singleplayer missions with real and virtual enemies Strong community features 3-4 months episodes with storyline J2ME client PC (web) community
    11. 12. Differences between ARGs and MMOGs <ul><li>ARGs </li></ul><ul><li>Loose boundaries </li></ul><ul><li>Play yourself </li></ul><ul><li>TINAG </li></ul><ul><li>Online just one aspect. </li></ul><ul><li>Puppetmaster </li></ul><ul><li>Cell phone is a game object </li></ul><ul><li>MMOGs </li></ul><ul><li>Clear boundaries </li></ul><ul><li>Play through an avatar </li></ul><ul><li>Gameworld / Reality </li></ul><ul><li>ONLINE-custom client </li></ul><ul><li>AI </li></ul><ul><li>Cell phone is an interface </li></ul>
    12. 13. Examples I Love Bees
    13. 14. Community Games Storyscape <ul><li>Community within the game </li></ul><ul><li>Community through the game </li></ul><ul><li>Community around the game </li></ul>The Go Game
    14. 15. Space <ul><li>Redefining the boundaries (public<-> private <-> shared) </li></ul><ul><li>Being ‘here’ and ‘there’ </li></ul><ul><li>Huizinga’s “Magic Circle” </li></ul><ul><li>Identity </li></ul><ul><li>Game entity , myself, agent, pawn </li></ul><ul><li>Member (ARGs, community game) </li></ul><ul><li>Spectator,viewer,player,co-creator </li></ul>Issues, Implications, Questions
    15. 16. <ul><li>Work / Leisure </li></ul><ul><li>interweaving work and play </li></ul><ul><li>redefining work and play </li></ul><ul><li>Jane McGonigal – Hacking Happiness </li></ul><ul><li>Social Context </li></ul><ul><li>less or more social ? </li></ul><ul><li>new modes of behaviour </li></ul><ul><li>Education </li></ul><ul><li>facilitating new ways of learning </li></ul><ul><li>“ hybrid educational gamescapes” – Siobhan Thomas </li></ul>
    16. 17. Jacqueline Basil-Shachar May 2008 [email_address]