Among the last deliverable of the iPerg project, I found this very interesting presentation by Staffan Bjork entitled Using the limits of technology (5Mb, .ppt) that gives a very good overview of the technologies available to deploy pervasive games. He present SMS, bluetooth, GPS, RFID tags with interesting examples of how they had been used to create compelling "big games" (I don't know if I like that word that the author did not use in this talk). Each technology the author presented was described with its potential affordance for gaming:
- SMS: support short gameplay sessions, focus on textual/language aspects (slang), easy to support players to create content and use their imagination - Bluetooth: Make physical proximity a gameplay element - GPS: Make understanding GPS shadows a skill in the game, make understanding real-world features a part of the gameplay - RFID tags: Combines RFID tags with GPS: GPS for general positioning, RFID for specific.(...) Mask technology as magic, i.e. unreliable technology becomes unreliable magic which fits the theme
Why do I blog this? What I appreciated is the fact that the author states how pervasive games "typically makes use of new technology because they make new experiences possible) " AND at the same time the same "new technology often is not stable, has not a high enough granularity and have non-intuitive limits". The iPerg perspective was hence to develop technology to support gameplay (and not the other way around).