Thoughts about the theory of Pervasive Gaming Bo Kampmann Walther Center for Media Studies...
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Transcript of Thoughts about the theory of Pervasive Gaming Bo Kampmann Walther Center for Media Studies...
Thoughts about the theory of Pervasive Gaming
Bo Kampmann Walther
Center for Media Studies
University of Southern Denmark
www.sdu.dk/hum/bkw/
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?
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
1. Clouds of stuff to do ... PG topography
Wifi-technology
PG methodology
technology
ludology
Game studies
PG applications
design
theory
From simple to complex ... Traditional computer games - hardware fixated in
space
Portability
Mobility
Pervasivity
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
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
4. Four PG Axes
Distribution Play everywhere
Mobility Equip all players
Persistence And play all the time
Transmediality Across a variety of media
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)
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)
5. PG Entities
The triadic object structure
An object within a pervasive game can be:
Game object Human agent Physical object
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
6. New and big?
Next generation PG?
Wifi + mobile technology + adaptronics = mobile-context location-intelligent-adaptive games
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?
... 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.