Location based games 2010 and beyond
Posted: November 22, 2010 | Author: Dan | Filed under: mindblank, playing with reality | Tags: AR, ARG, locative games, pervasive games | 1 Comment »Nicolas Nova is on the mark with his comments on the state of locative games. These mainly address the idea of device-based, lone-player, location-based game, where the socialisation or gameplay is computer mediated, with a minor digression into ARGs. My take away points are:
- Real world gamification – Oh no, there it is again. For example services like foursquare or SCVNGR.
- Building on existing platforms – Using the APIs and services that exist as the technology route. Facebook places, latitude, or Foursquare yet again.
- Location based data as another piece of the game design, not part of the core experience
The ubiquity of Foursquare makes me a bit sad. There is no richness in this locative ecosystem, Foursquare are uninterestingly dominating the space. Mind you, it is just like Facebook dominating social networking. Is it just like Highlander? Can there be only one?
Conclusions from his post:
So, what did we learn?
- Geolocation is only one kind of data that can be employed and LBG should be framed in a broader context: ARG or pervasive games. Coupled to pertinent and original forms of storytelling and game mechanics, the articulation of data such as location, pictures, SMS, tweets, or the ones generated by touch sensors (NFC on iPhone?), accelerometers, have the potential to lead to curious interactions.
- In terms of innovation, the video game industry is definitely not the right actor here. Rather digital communication agency, small interaction design boutiques and digital studio who work on interactive fictions seems more willing to push the envelope. Curiously, the new media art community has slowed down on the “locative media” meme. I have to admit that I haven’t seen a lot of projects in the field in the 1-2 years (which correlated with the release of “Spook Country by William Gibson).
- I haven’t mentioned Augmented Reality, I don’t know what to think about AR and location-based games.
And what are the possibilities ahead?
- To avoid the empty room problem there is a need to design for single-usage, then for collective usage. We can expect platforms like these in the near future.
- Focus not only on geolocation but also other types of data. There will be games that combine the different sorts of data that can be captured or collected. Of course the most simple forms of data (self-declared such as check-ins, pictures taken with the camera) are the most likely candidate.
- Location-based games with scenarios that are too disruptive and complex for daily usage will continue to remain niches. Will people change their route to go to work in the morning? it’s a bit unlikely.
- There is still some room in different urban activities: think about urban sport (skateboard, rollerblade, fixie/bike ride, parkour, etc.). The articulation of location-based games with these types of sport is an original idea that can produce good possibilities.
Hipsters and Big Games
Posted: November 5, 2010 | Author: Dan | Filed under: playing with reality, presentations | Tags: ARG, big games, DCRC, hipsters, locative games, pervasive games, PMStudio, slider, talk | Leave a comment »Slides of my talk today on pervasive gaming ethnography. A bit of history and explanation, but mostly an exploration of current practice in gaming festivals this year. To contextualise it, this is a piece of cultural studies influenced field work looking into the aesthetic, cultural and social context of big/urban/street games.
You can see the notes on slideshare, but they are hard to find. Without the notes it probably doesn’t make a lot of sense. The blank pages also had some video excerpts that are quite vital in telling the story, but due to size and a need to not widely publicise the identity of the players, I’ve left them out.