VideoGames

Some thoughts about Mogi Mogi

At Ubicomp2005, there was a workshop about pervasive games (the website seems to be down). An interesting analysis of the pervasive game Mogi Mogi has been presented by Benjamin Joffe (from the french company Newt Games). The results of the field study are quite pertinent. From his presentation, I like two things. The first one is that as he says "Ubiquity does not necessarily mean “the same service on all devices”, which is so true, the richness of ubiquitous application might emerge from the complementarity between services (be it games or other applications).

The second one is that though the game was mobile and location-based, most of the game was played at home. Of course it refers to different part of the gameplay (trading and sending messages) but that's an important component.

Eccky: a virtual baby raised using IM

via: eccky, "a multi-player concept that allows two people to create a virtual baby, add it to their MSN buddy list, and guide it through its childhood and teens".

Eccky is the name of a game where two parents can make, name and raise a virtual child. An Eccky. Their Eccky will be added to their MSN Messenger contact list, just like a regular buddy. Parents can chat (also via SMS) with their Eccky, play games, feed, wash, shop, and everything else that comes with raising a child in real life. The game will end in 6 days when Eccky will celebrate its 18th birthday. After having gone through three life stages, baby, toddler and teen, Eccky will leave its parents home... All interaction is done either through the MSN Messenger chat interface, the MSN Messenger game window or by using a mobile phone.

The looks and character of an Eccky are based on the DNA profiles of the parents, derived from a DNA quiz at the beginning of the game. There are no two Eccky's the same and our 'artificial life' technology will make sure that Eccky's behavior will be dynamic and in some ways even unpredictable. Parents will face the challenge of raising their Eccky in the best way possible.

Why do I blog this? This is somehow related to the "blogemon scenario" we envisioned at the lift06 workshop about blogjects. But in this case, the interaction is less tangible, using IM instead of trading cards. I am not a crazy fan of raising virtual kids but the idea of using the IM as a way to create innovative game design is interesting.

MASSIVE: The future of networked multiplayer games

MASSIVE: The future of networked multiplayer games is a conference to attend if you're around LA/Irvine on April 20th:

MASSIVE will engage 25 speakers and approximately 80 registrants from industry and academia in a dialog about the future design, technical and cultural challenges presented by massively multiplayer games, current and future research agendas from both industry and academia, and case studies and future models for industry academia collaboration.

And of course, Julian will talk about the most important question related to mobile gaming: "How can mobile games become more than just Tetris on a phone?".

Video-Game auto-maps

Via Wikipedia:

Automap is an abbreviation for "automatic mapping" a navigational aid featured in many video-games. It shows a limited top-down map view of the game world that is centered on the player's character and is updated in real-time as the character moves around. Automaps usually display traversible terrain, allies, enemies, and important locations. Some team-oriented multi-player games allow players to draw temporary lines and markings on the automap for others to see.

In Doom (quite possibly the game that popularized the term), the "Automap" is an item that looks like a flat-screen with green lines on it. Once picked up, the entire map of the level is divulged to the character, with red walls indicating places already seen and gray walls indicating places which the player has yet to explore. The game updates the map in real-time as you explore a level and allows you to play directly from the map screen, but unless you have the Automap item, monsters will not be displayed.

Why do I blog this? I am fascinated by players who video-game mapping freaks, either those who develops technologies to map the game environments or the one who draw them by hand.

Dodge and destroy Calder's kinetic mobiles in an Atari space shooter

Makers of Pac-Mondrian developed a new game called Calderoids in which players have to dodge and destroy Alexander Calder's kinetic mobiles in the triangular ship of Atari's space shooter Asteroids.

Calderoids combines the relatavistic theories of Alexander Calder's kinetic sculptures with the virtual dimensions of Atari's arcade classic Asteroids. (...) After creating Pac-Mondrian, we were on a mission to create a videogame art mashup for Atari’s greatest selling arcade hit, the space shooter Asteroids. The first artist suggested whose work lent itself to the form of the game was Joan Miro, whose pen and ink ‘Constellation’ series resembled a field of asteroids. Ian Hooper declared Calder’s mobiles filled a far better formal fit, given their fanciful free flight. Creating the first body of sculptures that moved, Calder called his early sculptures ‘Constellations’ after Miro, and presaged their videogame destruction in 'Vertical Constellation with Bomb'. Although Mondrian’s squares provided the initial inspiration, the biomorphic forms in Calder's mobiles were directly influenced by his friend and sometime collaborator Joan Miro. Ian Hooper’s conception of Calderoids mirrors Calder’s own aesthetic merging of Mondrian & Miro in the mobiles. After consuming the brightly coloured squares of Pac-Mondrian, and contemplating Miro’s constellations, the motion and form of Calder’s mobiles led directly to shooting stars in Calderoids.

PSP and GPS: two tracks

There are two ways of thinking in terms of location-based games/services on the Sony PSP. The first track is to wait for the proper GPS adapter Sony is working on, scheduled to be launched before the end of 2006 (as written in the US PlayStation Magazine). It might be a USB adapter already presented at E3 in 2004 //thanks Sylvain!):

(picture via gamongirls)

The second track is of course to lack at the undergound world: gpsp is a hack that turns the PSP into a GPS navigation system, developed by ?Art?:

Hi Guys, this is the first version of a program for the PSP that provides a practical GPS Graphic User Interface (GUI). The GPSP software for Sony PSP runs under LUAplayer 0.11 or later. LUAplayer is free. If you haven't downloaded it, you will need to get it running on your 1.50 firmware PSP in order to try this out for yourself.

Well, as it exists at the moment, it will allow you to view data from a GPS Mouse on the screen of your PSP running the GPSP program. This occurs in real time, however there is a delay from when the data is received by the microcontroller circuit, and retransmitted at the slower rate to the PSP. The pic circuit is also filtering information from the NMEA sentences transmitted by the GPS mouse, and discarding any information that GPSP doesn't use so that minimal bytes are retransmitted by the pic circuit to achieve (or try) the fastest transmission that GPSP will interpret.

Why do I blog this? if the first track is released this would be a good step towards mass-market console with location-based capabilities (I'm not talking about cell phones here).

NADA: code in flash or java to control analog devices

Shown by Mike Kuniavsky at eTech yesterday: NADA:

According to a transcript of his talk:

NADA is a suite to let designers code in flash or java to control analog devices - demoing NADA * NADA component in flash * draws a circle, adds actionscript to it to respond to an old volume knob of a tv hooked up to his computer. turns the knob, circle's transparency changes. 30 secs of coding. cool. one like of AS * has an airplane force sensor configured to zoom the image, a light sensor controlling transparency, potentiometer to rotate the image. like 50 lines of code.

free version of NADA available at http://sketchtools.com, tutorials also avail for those who have no flash experience (for design students) - examples in flash and java

Why do I blog this? talking with some (game) designers complaining about the lack of tool to create physical objects/prototypes, this tool seems to be a good starting point. This appears to be an interesting ubiquitous computing design tool.

In favor of cooperation in games

Chris Bateman has an interesting post in his blog about the fact that cooperation is often overlooked in the video game industry. This is fact I fully acknowledge because part of my work is devoted to the study of sociocognitive processes involved in cooperation/collaboration (related to technological artifacts) and another part is about doing "user experience" R&D for video-game companies. Bateman's feeling is really what i felt when talking to some game designers. He tries to promote new game design concepts that would take this dimension into account:

The most basic form of this kind of play is the team game. A typical team game is based around each player having the same capabilities; in essence, the game provides multiple avatars, one for each player... Gauntlet (...) Mostly, we see two player team games which we could term partner games - like the co-op mode in Halo, the two player rampages in San Andreas. In a partner game, it is usually possible for the players to play independently, co-operating only when a particularly difficult problem blocks their path. Some partner games take this further, usually by exploiting some measure of asymmetry to define separate roles. (...) upport play. The main player does all the work, but the second player has the potential to contribute support to the main play. (...) tutor play. It is often the case when a player comes to a game for the first time that they will be taught to play be a second player.

Why do I blog this? I definitely agree with what he describes and it's very interesting to see how a practitioner reach the same conclusion (in terms of cooperation types) as coordination/collaboration theorists. Variables like partners asymetry/roles, tutor roles, players' contribution are very often cited in this literature.

EU research project that focuses on "Mobile Entertainment Industry and Culture"

The mGain project is a FP6 EU research project that focuses on "Mobile Entertainment Industry and Culture".

What constitutes mobile entertainment? Our approach is inclusive instead of restrictive, including all entertainment delivered through a mobile device, whether it be a mobile phone, a personal digital assistant or a handheld gaming device. This way we can address the foreseeable convergence of the various mobile technologies. Examples of such mobile entertainment include but are not restricted to mobile games, music, video and gambling.

The mGain study project has six connected objectives:

  • To understand mobile entertainment concepts and culture, including legal and social aspects of mobile entertainment.
  • To understand possibilities and restrictions of existing and emerging mobile entertainment technologies (including wireless communication and handheld devices).
  • To understand the business models of the emerging mobile entertainment industry.
  • To benchmark the European situation with North America and Asia-Pacific.
  • To provide guidelines for industry and policy makers, including instruments and incentives needed to encourage implementation of the guidelines.
  • To provide input for preparation of Framework Programme 6 in the areas of mobile entertainment services and technologies.

Why do I blog this? this project targets interesting and pertinent questions. Some documents are available on-line, they provide very good insights about the European players, business models, the technology involved and what is at stake. Check the Mobile entertainment State-of-the-Art for instance. This is a nice complement of the iPerg project which looks at different questions and is more related with pervasive gaming.

Weather in video-games

Just ran this interesting discussion about the weather in video games. The author, Matt Barton (University of South Florida) worked on this topic for a paper called "How's the Weather?: A Look at Weather and Gaming Environments" (in the "Playing with Mother Nature: Video Games, Space, and Ecology" book).

hat are some examples of good and bad use of weather in videogames? I'd really like a list of games that used weather not just as decoration or "atmosphere" but in ways that really affected gameplay. An example off the top of my head was Weather War, where players controlled hail, sleet, lightning, and rain? to destroy each other's castles. Help me out here, please.

1. What are some games you know of that make interesting use of weather? 2. What were the first games to include weather? How did they use it? 3. What are examples of games that turn the weather into a character, or feature bosses and such that manipulate the weather?

Why do I blog this? I won't enter into the details of the discussion but the questions brings some interesting ideas about the connection between game design and video games weather. The weather is one of the contextual feature of an environment.

Controlling computer games using everyday objects as input devices.

One of Timo Arnall's student at the Oslo School of Design, Are Hovland Nielsen has started a diploma project on the very topic of controlling computer games using toys as input devices.

The initial idea behind my diploma project came about when I was playing around with the idea of controlling computer games using toys as input devices. It seems to me that toys in general have something natural and intuitive to them in regards to the ways we interact with them. (...) After visiting a few toy stores I grew slightly worried that there simply wouldn't be enough toy categories around for creating a broad range of game and controller prototypes. Therefore I tried to expand the initial idea to also include other objects that wasn't necessarily related to toys.

I finally landed on everyday objects as the focus for the project. (...) rior to visiting the hardware stores I had set up a list of criteria that the candidates would have to fulfill in order to be included in the project. The selection criteria were as follows: Not too big / Not electrical / Not harmful / Not expensive

One of the first rough example is this coffee-mug game controller:

One of my assumtions with "homemade" game controllers is that familiarity makes them easier for people to interact with. Secondly I found the circular shape of the coffee mug interesting from an interaction point of view. (...) The interaction with the relocated "buttons" was set up slightly different from one prototype to the next. In the first version (seen in the top image) one only needed to slide a slightly moist finger along the rim where the wires were exposed. When the finger touched two horisontal wires at the same time it would register as a key being pressed . This meant that the interaction was rather gentle, but unfortunately the connection to the keyboard itself was very fragile. (...) The second prototype was much more robust. None of the connections have been lost yet and the prototype has been in relatively heavy use the last couple of days. This prototype was set up by soldering attachment sockets directly onto the keyboard "chip" and then simply placing wires into these sockets.

Why do I blog this? this is an interesting way to define innovative game controllers, based on this notion of 'touch'. I really like the idea of relying on the notion of objects affordance (the cup / the handle) which has a natural physical configuration meant to allow specific interactions; playing with these configurations to allow different game interactions is pertinent. However, the difficult thing is to find objects that has a proper physical affordance to mediate the interactions in the game. The dimension that I miss here (but I am tough the project just started) is how the interaction with this new controller would relate with the gameplay, which is somehow an intriguing issue in the HCI literature about controllers.

Nokia and the future of gaming

A gamasutra news deals with the future of gaming according to Nokia (Jani Karlsson). It addresses the n-gage experience and what they learnt form it.

The basic learning is that experience is everything. Experience is the key. Not features for features sake, not power for power's sake - but always leading with the experience, with what the user actually wants and enjoys. (...) GS: So… you can talk about the future of N-Gage?

JK: Sure - that's all about expansion, into the smartphone areas.

GS: So, there'll be an N-Gage smartphone?

JK: I wouldn't go that far. There's going to be a platform. There hasn't been a brand announcement of yet. (...) I think our responsibility is two-fold. One is to enable the content industry in exploiting the mobile market as effectively as they can. On the other hand, being the leader in our field we need to lead by example - By focusing on the areas that may not make the most financial sense at the moment, but are essential for the evolution of mobile gaming and entertainment.

Richer content convergence in games versus other interactive entertainment - tied in with the community features. (...) [About innovation related to peripherals:] we are always looking for new innovations in the design side. Like the N Series devices are utilizing the video capabilities, and the N91 is really simplifying the music experience. So I can definitely see possibilities where there are more gaming orientated devices (...) Do you think mobile phone games exist in a different consumer cultural space, and if so, do you think that gap is going to continue to exist?

JK: I would say that the gap is both closing and widening at the same time. The performance power of the soon to market devices is really catching up on the console performance. But at the same time, the expansion of the user experience means we need to cater for the current mobile gamer being really light content. That content would really look out of place on a PSP - but on a mobile phone, the quick fix is totally viable.

Why do I blog this? this interview gives some interesting highlights about how Nokia people sees the mobile game future: platform convergence (smartphones), cultural and market convergence (the mobile game industry catches up the console game industry, eventually...), new input/output capabilities (related to music interface for instance)...

Beyond the QWERTY keyboard of gaming

An eTech2006 talk that might be interesting for completing a report on game controllers I did last year: From Paddles to Pads: Is Controller Design Killing Creativity in Videogames? by Tom Armitage

The videogames market is stagnating. The primary cause is not the domination of the industry by larger companies, the rising costs of next-gen games, or even lack of imagination.

The primary cause is the interfaces we play the games with.

There is almost no emerging technology in the field of physical videogame interfaces. The field is stuck at the Dual Shock, the QWERTY keyboard of gaming, and this is a bad thing--it is an unnecessary barrier to entry. Nintendo is bucking trends left, right, and center, but they're going to have to work against public reaction and the hell that is modern cross-platform development.

The talk covers:

History How we got where we are now: a history of interfaces, from Pong paddles and trackballs through to modern joypads.

Creativity Some examples of one-off controllers and interfaces that demonstrate real ingenuity, through to controllers that are endlessly adaptable.

Assumed skills There are unwritten conventions gamers know. The difficulty in coordinating two thumbsticks, for instance. What are the skills that develop through a history of gaming? What do we need to stop assuming?

Development What's been touted for next-gen. Are we looking at a leap forward or back? Just how much control do we demand anyway? The boundary between hardware and software interfaces.

What's needed A conclusion. How the barriers to entry can be lowered--and the gaming demographic widened-- through interface design.

Why do I blog this? I am interested in how game controller evolves and how they could redesigned to better support innovative game design and be adapted to gamers' context and cognitive skills.

Mattel+IDI workshop about new play experiences

Via Putting People First, Play Experiences for the Next Generation is a workshop that has been led by Mattel and the Interaction Design Institute at Ivrea.

"Play is a critical and healthy part of growing up and remaining balanced during adulthood. But there are many changes in play today that provoke thinking about the next generation of play in a different way. Changes like the prevalence of technology based play through computers, game consoles and cell phones. Changes like the time compression most kids and families are dealing with in the developed world and the way kids seem to be growing up faster. Changes like the degree that parents and kids being bombarded with adverts and rich visual media. With these and other issues the nature of the next generation of play and of how to attract the attention of adults and children is already changing fast."

The website is very well-documented with things like case studies (check "From user research to experience design A case study: robot toys for 4-5 years old | LEGO !).

Most of the projects can be found here. My favorite one is certainly robosquad by David Mellis and James Tichenor (yes it's close to a blogject but it does not blog, the good thing is that it interacts with other robots):

Robo-Squad SND is a series of modular robots which can be remote-controlled or operated autonomously. The basic package contains a full unit, consisting of three parts: the vehicle or locomotive element, the character, and accessories. (...) Imagine a play experience where the toys in a child's room are alive: moving, walking, talking. At one moment the child is one of the actors in the toys' stories and the next the child is above the toys, changing their relationships and actions. Robo-Squad SND makes this happen.

(...) Children transform their play spaces in their imaginations. To do this, Robo-Squad SND units needed to react to three elements: their environment, each other, and the child.

The wild watches by Aram Armstrong, Vinay Vankatraman and Pei Yu is also interesting in the sense that it is a wearable game and role play facilitator in the form of a watch. Both a platform in the software and hardware sense, on which many games and roles can be developed and played, what I found relevant is also the scenario they envisioned:

The animal role expresses itself by giving the child appropriate feedback, which come in the form of visual, auditory or tactile cues. These can be triggered by the proximity of predator or prey, or by making appropriate animal-like gestures. The physical and on-screen design of the watch gives the impression of an extension of the animal, so your arm becomes the elephant's trunk, the tiger's paw, or the snake's head and thereby moves the focus of the child's activity from the watch unto the entire body. Wild Watches allows children to play games, both alone and with friends. The games we explored and tested with children were new games and adaptations of old games but given new contexts and tech-enhanced twists; hand games, tag games, hide and seek games with names like Ant Race (cooperative play), Frog Hop (hot potato), Dragon Battle (strategy hand game), Virus (grouping and re-grouping tag), Bat Chase (sonic evasion), Snake, Mongoose, Bulldog (triangle tag), and Dolphin Treasure (hot and cold).

Why do I blog this? when I visited IDI last year I've heard about this workshop and was looking forward to see what could have emerged from it (in terms of interactive toy forecasts).

3D printings of your WOW avatar

Following on this morning post about the connection between bruce sterling's shaping things and game design, I ran across this very interesting project about doing 3D prints of Second Life or World of Warcraft avatars. It's based on eyebeam's OGLE project

OGLE (i.e. OpenGLExtractor) is a software package by Eyebeam R&D that allows for the capture and re-use of 3D geometry data from 3D graphics applications running on Microsoft Windows. It works by observing the data flowing between 3D applications and the system's OpenGL library, and recording that data in a standard 3D file format. In other words, a 'screen grab' or 'view source' operation for 3D data. The primary motivation for developing OGLE is to make available for re-use the 3D forms we see and interact with in our favorite 3D applications. Video gamers have a certain love affair with characters from their favorite games; animators may wish to reuse environments or objects from other applications or animations which don't provide data-level access; architects could use this to bring 3D forms into their proposals and renderings; and digital fabrication technologies make it possible to automatically instantiate 3D objects in the real world.

Example: 3D-printing your World of Warcraft character:

It can also be used to put avatars as mash-ups in Google Earth. Check their blog to stay tuned.

Why do I blog this? this is another interesting step towards having new artifacts generated after virtual content, like for spimes. It opens lots of possibilities (especially if the avatars can be tagged). I'd be interested in printing my nintendogs, putting an arphid on it and leaving it in geneva... and see what happen... especially if there could be some interactions with people passing by (with their cell phones)....

Shaping Things and game design

Thanks Julian for pointing me on Raph Koster's thought about Bruce Sterling's Shaping Things. The blogpost deals with the connection game designers can draw from the book. Here are some exerpts I found pertinent:

Gizmos are what we live in and around today: networked objects, highly featured and accreting more every day, user-alterable, and essentially interfaces more than objects. Those who use them are now end-users. (...) Our use of metrics in the game industry is nigh on nonexistent. We know close to nothing about how exactly people play our games. Despite the fact that we play on connected computers, running software that is full of event triggers that could be datamined, we still playtest by locking a few dozen people in a room and asking them what they think. Regarded in that fashion, it’s simply astounding that the games are working at all. (...) We tend to datamine a fairly good set of metrics from our games, but they are almost all aimed at tuning the game, rather than being aimed at understanding the player. One of the comments that Bruce makes about gizmos is that they invite the user into the process (...) The passive consumer is a dying breed. (...) Bruce goes on to discuss rapid prototyping, which he dismisses as primitive. His real goal is something he calls “fabbing,” which is basically the apotheosis of the current 3d printers. But it strikes me that just as virtual spaces with user modeling are pretty good pre-visualizers, it’s objects in a virtual world like Second Life that are really true spimes: ‘fabbed,’ in his sense, by being created just by specifying them; often higher in detail in the spec than can actually be rendered; networked and capable of intercommunication, tracking their own history, and so on; and even possibly transparent, in the event of the ability to copy some of the script code off of one.

Why do I blog this? the connection between the book and game design is not explicit of course but Koster has interesting points, especially about active consumerism ('consumactor' as we saw at Lift06) and the potential of virtual world to be pre-spimes.

Gameplay ideas for the new nintendo console controller

Gamasutra has a good post about the mysterious question : "What genres and types of games do you think will be most suited to the recently revealed Revolution controller?. There are some interesting ideas developers came up:

I thought up ideas like kayaking and being a matador as a joke, but I then realized that I would love those games! -Jeff Bridges, WALB-TV

My big fear is that the Revolution is going to over-popularize shallow physical gaming such that everyone starts doing it and suddenly cooking simulators and orchestra-conducting games are going to be popping up on all formats. -Tadhg Kelly, Lionhead

To me, the promise of the new controller is that it allows new types of games. The question that should be asked is not "How can we do what we've been doing on this controller?" but rather "What does this controller allow that was not possible or not elegant previously?" -Johnnemann Nordhagen, SCEA

The Revolution is likely to become the premier platform for most kinds of avatar-oriented games (first-person, third-person action vs. more abstract genres) because of the detail and immediacy that the wireless controller brings to these kinds of games. Actions like firing guns and swinging swords are fundamentally more complex than what we can represent with our traditional controllers. I would say the interesting part is not what new genres will come about, but how most existing genres will be transformed by this. -James Hofmann

Two words: Light Saber. -Anonymous

Why do I blog this? There is a nice pattern in the answers, oscillating between creating new gameplay or incorporating new ways of interacting in previous games (Duck Hunt, RTS, FPS...). In this context, my favorite is certainly:

I believe that the Revolution controller will not only forever change the way people interact with their gaming consoles, but also the way people interact with every electronic device: say goodbye to mice as we know them… goodbye to infrared television remotes. -Oscar Wojciechowski-Prill, Gerson Lehrman Group

But I don't know whether this might or might not set a standard in tangible computing. This kind of preview is interesting but I am also wondering about the factors that would developers NOT use it (pressure from the marketing department that would like more "normal" gameplay...)

Video Games usability evaluation

The last issue of the journal of usability studies has recently been released. Among other papers, there is one about usability evaluation and game development:Do Usability Expert Evaluation and Testing Provide Novel and Useful Data For Game Development? by Sauli Laitinen (Journal of Usability Studies, Issue 2, Vol. 1, February 2006, pp. 64-75)

In sum, game developers were then asked to rate the findings of a usability test and give other feedback about the methods used and the results gained. Some results:

Practitioner's Take Away Traditional usability expert evaluation and testing provide novel and useful data for game development. All the usability specialists who participate in the usability expert evaluation of a game do not necessarily have to be double experts. When designing a game usability test it is important to notice that thinking aloud and interrupting the player are not always possible. Design the test so that there is a mixture of think aloud and uninterrupted play. The game developers are interested to learn about the user experience. Use post-test questionnaires and other survey methods to study the user experience. (...) In addition to the usefulness and face validity of the methods it was studied whether the usability experts participating in the game usability expert evaluation should be double experts. It was found that there was no significant difference in the number or the rated relevancy of the problem the gamer and non-gamer usability specialists found.

Why do I blog this since I work on user experience evaluation of video games (sometimes involving usability testing), this paper offers some thoughts about it. The field of usability testing in games seems to be more and more formalized lately. However, I have doubts about some of the issues the author raise. For instance using post-test questionnaires and other survey methods to study the user experience. I find way better to use interview (first open interviews and then semi-structured ones with probes); I also finf very useful to have self-confrontation of gamers to a replay of what they did. Of course, the cost of doing that is high but I found more valuable data from this kind of verbalization, coupled with both logfiles/games data and videos of players. Maybe, this is because we had enough time to do it and because I tend to favor the mix of both qualitative and quantitative data (in research and R&D projects but also testing).

Projects review for the Cluster of Digital Entertainment Companies

Tomorrow I have to go to Lyon, France. I was asked to be part of the scientific committee of the "Pêle de compétitivité: Loisirs Numériques" (i.e. Cluster of Digital Entertainment Companies). Video game companies and research lab worked in the past month on common project about Research and Development issues that they could work on together. The idea is that one project is proposed by at least 2 companies (developpers or editors) and one research lab. Project have to be submitted to get some funding (States + Regions) for Feb 15th and tomorrow is more giving some ideas, thoughts, comments, critiques so that projects would be better suited for this deadline. The final choice is of course up to the state + regions joined into a kind of "state innovation agency".

I am looking forward to see (and comment) those projects!

Crossmedia gaming: Epidemic Menace

Epidemic Menace:

"Epidemic Menace" is the first cross media IPerG prototype and will be played at the Fraunhofer Institutszentrum Birlinghoven in Sankt Augustin. The campus will be integrated in the game via mobile computers, smart phones and augmented reality- and will transform the campus into a game area - reality, fiction and gameplay will fuse: A scientist has stolen dangerous viruses and contaminated the campus Birlinghoven. The gamers have 48 hours to find all virus instances, capture and disarm the viruses and find the villain. The game is played in two groups partly on the campus and partly on PC's in control rooms. The game can be observed via the Internet.

"Epidemic Menace" is an official IPerG game funded by the EC. The consortium consists of: Swedish Institute of Computer Science (Coordinator), Fraunhofer Gesellschaft, Sony NetServices Berlin, Daydream, Interactive Institute, Nokia, University of Tampere, University of Nottingham and Blast Theory.

Why do I blog this? I like the crossmedia idea, I believe it's a good way to create interesting gaming experiences on various platorfms.

There is going to be a paper at CHI2006:

Combining Multiple Gaming Interfaces in Epidemic Menace A crossmedia game, Epidemic Menace, including a game board station, a mobile assistant and a mobile Augmented Reality (AR) system is described. Early results of an ethnographic observation are described, showing how the different gaming interfaces were used by the players to observe, collaborate and interact within the game. Irma Lindt Jan Ohlenburg Uta Pankoke-Babatz Wolfgang Prinz