Presentation is loading. Please wait.

Presentation is loading. Please wait.

Thoughts about the theory of Pervasive Gaming Bo Kampmann Walther Center for Media Studies University of Southern Denmark

Similar presentations


Presentation on theme: "Thoughts about the theory of Pervasive Gaming Bo Kampmann Walther Center for Media Studies University of Southern Denmark"— Presentation transcript:

1 Thoughts about the theory of Pervasive Gaming Bo Kampmann Walther Center for Media Studies University of Southern Denmark walther@litcul.sdu.dk www.sdu.dk/hum/bkw/

2 Agenda  1. A short ambition/topography of PG research  2. Portable, mobile, pervasive, and intelligent  3. Time, space, and presence  4. Four axes  5. Rules, entities, and mechanics  6. Is something new also something big?

3 Ambition  To create a framework and provide categories and concepts for a LUDOLOGY OF PERVASIVE GAMING  To understand and reflect on the ’basics’ of pervasive gaming - as an underlying source of design, method, and analysis  To locate and discuss the philosophical consequences of mixing virtual and physical space  To specify and reflect on the relation between ficticious game world and the situated, physical setting of the PG game world  To identify and reflect on potential new rule structures in expanded game universes  To identify and speculate about the components of PG mechanics  To discuss constraints and potentials within the PG space paradigm

4 1. Clouds of stuff to do... PG topography Wifi-technology PG methodology technology ludology Game studies PG applications design theory

5 From simple to complex...  Traditional computer games - hardware fixated in space Portability  Mobility Pervasivity

6 2. From simple to complex...  Portable Bring the game with you (Sony, cell-phones, GameBoy, etc.)  Mobile Use cell-phones as gadgets within a physical gameworld  Pervasive Surroundings + personal interfaces = extended gaming space (calibration, GPS + PDA’s = PG)  Pervasive Intelligence Gaming environment, gameworld may change configuration as part of player interaction: gameworld and game mechanics as complex adaptive system

7

8

9

10

11

12 3. Time, space, and presence  ’Pervasiveness’ - what does it relate to?  Time Omni-temporality: the game is always on (e.g. MMORPG’s)  Space Mix of physical and virtual space/interface (from the extended use of game ’props’ to the deliberate mix of two ontologies)  Immersion The psychological factor: the game always has a ’totalitarian’ impact

13 4. Four PG Axes  Distribution Play everywhere  Mobility Equip all players  Persistence And play all the time  Transmediality Across a variety of media

14 The PG Possibility Space  Combining the four PG axes results in the PG possibility space - of technological development and cultural significance - that embraces Networking (the connected world) Freedom of device (the world of gadgets) Non-closure (the world of open narratives and game worlds) And circular storytelling (the world of media convergence)

15 5. Rules, entities, and mechanics  Traditional computer game: absolute rules  Pervasive gaming rules absolute rules + dynamic rules, i.e. rules that change relative to the variable relation between fixed game rules parameters and open physical encounters within the game world The PG rule set-up: fixed rules + contingent rules  However, distinguish between The algorithmic strsucture of a game (fixed) The I/O engine (handling of interaction during gameplay)

16 5. PG Entities  The triadic object structure  An object within a pervasive game can be: Game object Human agent Physical object

17 5. PG Mechanics  Any part of the rule system of a game that covers one, and only one, possible kind of interaction that takes place during the game  Physically embedded game mechanics In screen based computer games virtual physics simulation represents real physics In PG virtual simulation is physics  Input-output engine with a dual purpose Maintaining the contingency of interaction with real-life objects; And controlling the set of actions embedded in the state rules

18 6. New and big?  Next generation PG?  Wifi + mobile technology + adaptronics = mobile-context location-intelligent- adaptive games

19 6. Well, perhaps not so big...  Players still want the ’limited experience’?  Gamers have an instinct for simulations, not real-life features?  Physics is physics because it is not physics...  Why carry around clumsy equipment (look ma, no headset...!)  The social scene of tomorrow’s gaming?

20 ... and what about rules...? Or, are we rule breakers ?  They limit and restrict player action. Thus they tell what can be done with the objects associated with the game (and the gameplay)   hey are unambiguous and explicit (which is why they are easily incorporated in computer algorithms)  All players of a game must share them  Rules are fixed, i.e. unchangeable (if they do change, we refer rather to ‘local’ or ‘house’ rules)  They are binding, i.e. non-negotiable  They can be repeated, that is, they are portable and work independent of e.g. technology platform or fictional representation.


Download ppt "Thoughts about the theory of Pervasive Gaming Bo Kampmann Walther Center for Media Studies University of Southern Denmark"

Similar presentations


Ads by Google