Seamful Design for Location-Based Mobile Games · • Players collect local resources (gold,...
Transcript of Seamful Design for Location-Based Mobile Games · • Players collect local resources (gold,...
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Seamful Design for Location-Based Mobile Games 1Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Seamful Design for Location-Based Mobile Games
Gregor Broll (Embedded Interaction Research Group, LMU Munich) Steve Benford (MRL, University of Nottingham)
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Seamful Design for Location-Based Mobile Games 2Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Ubiquitous Computing and Seamlessness
Seamless Design as the ruling design paradigm for ubicomp systems
Seamless integration of different components into a system infrastructure
Knitting different components tightly together, hiding their heterogeneity and complexity
Goal: Seamless interaction with components through theseamless entity of the system
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Seamful Design for Location-Based Mobile Games 3Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Seams and Seamfulness
Seams
Uncertainties, Ambiguities, Inconsistencies
showas
Inaccuracies in sensing and positioning, patchy network
coverage, delays, ...
cause
• Reality: systems and infrastructures have technical limitations
Seams as deviations from notions of seamless,continuity and uniformity
• Discontinuity in technology and interaction
• Users recognize seams during interaction with a system
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Seamful Design for Location-Based Mobile Games 4Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Seamful Design
• Mark Weiser: Seamful systems with beautiful seams
• Goal: seamless interaction with seamful systems and their individual components
• Revealing seams in technology and interaction
• Presenting and exploiting them as a resource for better usability, gameplay or interaction design
• Design for appropriation
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Seamful Design for Location-Based Mobile Games 5Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Treasure (aka Bill): A mobile seamful game (1)
• Developed by Matthew Chalmers et al. in Glasgow
• Players with PDAs collect coins via GPS-positioning
• Uploading coins to the game server for credits in WiFi network covered areas
• Players build a shared map of WiFi coverage and signal strength
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Seamful Design for Location-Based Mobile Games 6Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Treasure (aka Bill): A mobile seamful game (2)
• Coverage map as helpful featureof the interface
• Revealing, presenting and exploiting seams in patchy WiFi coverage and inaccurateGPS-positioning
• Understanding the seams helps winning the game
• Players develop specialized tactics based on knowledge about seams
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Seamful Design for Location-Based Mobile Games 7Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Introducing Tycoon
• Location-based consumer-producertrading-game for Series 60 mobile phones
• Consumers and producers mapped to GSM-cells
• Wildwest-scenario set in California
• Players collect local resources (gold, silver, copper) frommines (producers)
• Players use those to claim unique global objects(buildings, estate) from brokers (consumers)
• Players get credits for claiming global objects
• Game finishes after all global objects have been claimed; player with most credits wins
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Seamful Design for Location-Based Mobile Games 8Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Gaming Area
Gold Mine
Silver Mine
Silver Mine
Alturas
Copper Mine
BakersfieldFresno County
Silver Mine
Shasta County
Sacramento
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Seamful Design for Location-Based Mobile Games 9Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Navigation
• Main screen shows amount of local resources, creditsand the current cell
• Changing cells triggers a notification
• Interaction depends on location (collecting onlyin mines, claiming only in broker-cells)
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Seamful Design for Location-Based Mobile Games 10Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Logging
• Players explore the gamingarea and build a knowledgeof the cells‘ positions
• Players can individually log wherethey found which cells
• Tycoon automatically logs the current cell, player adds a description of the current location
• Provides orientation, „substitute“ formap of gaming area
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Seamful Design for Location-Based Mobile Games 11Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Collecting local resources
• Each mine produces 1 of 3 unlimited local resources (gold, silver, copper)
• Players collect themindependently by spending time in a mine-cell
• Collecting is done locally withoutthe game-server‘s knowledge
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Seamful Design for Location-Based Mobile Games 12Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Claiming global objects
• Each broker „governs“ a broker-celland a list of global objects (buildings, estate) in it
Global object: unique, price (in localresources) and value (in credits)
• Game-server maintains availabilityof objects as the global game-state
• Player gets credits by entering a broker-cell and claiming / buying oneor several objects
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Seamful Design for Location-Based Mobile Games 13Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Updating
• Each player starts with a list of all brokers
• discovery of a broker revealshis initial list of global objects
• List is updated for single brokers afterclaiming from him
• Player can request general updatesfrom game-server for all brokers he has found
• Update anytime, anywhere; charge
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Seamful Design for Location-Based Mobile Games 14Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Game Concept and Design Implications
Competitive, pervasive multiplayer game
• Players share a common global game-statewith each other via the game-server
Seamless approach: synchronisation between localclients and game-server upon changes of the global game-state
• No inconsistencies between local and global game-states
• Lots of expensive and unreliable GPRS-traffic
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Seamful Design for Location-Based Mobile Games 15Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Seams in Tycoon
Expensive internet-connections: high fees for GPRS-connections; necessary for synchronising with the server‘s global game-state
Data-inconsistencies: players see different subsets of available objects; inconsistencies between global game-state and its local copies
Dynamic cell-coverage: players can‘t see „moving“boundaries between cells
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Seamful Design for Location-Based Mobile Games 16Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Issues of Seamful Design
• Alerts and logs improve visualisation of cells‘ boundariesand propagation
• Allows exploitation of effects like flipping cells
• Emphasis on offline-play; incentives for bigger gapsbetween internet-connections
Discount for successfully claiming several objects at the same time
Credit-per-second-ratio rises when collecting resourcesfor more valuable objects
Gambling approach: more time offline, greater risk of inconsistencies, more profit possible
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Seamful Design for Location-Based Mobile Games 17Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Design for Appropriation
Presentation of seams offers help for efficientcollecting and claiming, but possibly harbourinconsistent data
• Players have to balance the chance of earning morecredits during the same time against the probability of inconsistencies
• Players can appropriate individual strategies to play the game
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Seamful Design for Location-Based Mobile Games 18Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Conclusion
• Seamful design as a new approach to designingubicomp systems
• Revealing, incorporating and exploiting seams as features of gameplay and interaction
• Tycoon-prototype is finished; user-evalution plannedin Nottingham
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Seamful Design for Location-Based Mobile Games 19Gregor Broll – 19.09.05
4th International Conference on Entertainment Computing (ICEC)Kwansei Gakuin University, Kobe Sanda Campus, Sanda, JapanSeptember 19-21, 2005
Questions?
Questions?Thank you!