The first phase of BSP is now successfully complete. The aims were to
design and implement a working game prototype which was carried out on
Lidingo Island in Stockholm. The following movie gives a taster of what
was achieved in the prototype.
Click below to launch the Backseat Playground trailer.
The purpose of the project is to design and implement a game prototype
that enables kids/big kids travelling in the back seat of cars to enjoy
a rich gaming experience where narrative episodes and
embedded gameplay combine with the experience of traveling
through the road network. The game and game story will be designed to
be meaningful even when the tempo and order of the journey changes.
Our main challenge in designing such a game will be to look at how episodes
and events can be uncovered and constructed by the player in a game world
that exists within the everyday. Using a map database to link real world
objects to the game, a series of narrative episodes could engage players
with not only the story, but also their environment and the physicality
of being a passenger on a journey.
Research that resulted from our ‘Road Rager and ‘Back Seat Gaming’ projects
suggests that children, especially girls, prefer a gaming experience based
on narrative rather than manipulative challenges. To further investigate
the feasibility of the project, we will develop a prototype on a lightweight
mobile device that will be customised to enhance functionality.
photo -John Paul Bichard
Project goals
• To research, build and evaluate a stand alone prototype for a back seat
game
• To develop a scalable framework so the game can be implemented on vast
road networks - initially in the Stockholm region and in the UK
• To explore designing technologies for interactive episodic storytelling
• To explore designing technologies for a 'real world' embedded game engine.
• Use technologies to enrich the time people spend in the back seat of
a car, or travelling on the roads by other means
• Use technologies to support learning of geography, local history and
computing in a fun and playful way
Background Introduction
Future mobile technology will provide more services that exploit the benefits
of mobile life. Today and in the foreseeable future, travelling by car
is for many families an important part of their mobile life. It is a largely
mundane activity involving daily commuting, trips to the weekend house
or longer journeys when going on vacation. Children travelling in the
car often engage in different means of amusement in order to pass the
time. They might read, talk or play mobile games. But current mobile games
are often portable versions of classic computer games where the focus
is on the interface and screen. Thus, gaming becomes a complete alternative
that does not draw on the positive aspects of being on the road. This
form of traditional computer game rather obscures the highway experience,
than exploiting the journey for fun, exploration, play and creativity.
The possibility of incorporating different aspects of mobility to create
immersive experiences is therefore still a promise not yet realised.
Our hypothesis is that a game could be particularly engaging, if it is
aware of the vivid and dynamic mobile context. Travelling along a road
means a continuous flow of impressions and new situations where changing
scenes, sense of motion and contingent encounters provide for a very special
experience. It can be seen as a sequential experience, resembling a dramatic
play of space and motion, also called i.e.: the highway experience. We
suggest that it is possible to engage kids in the journey instead of just
focusing on a screen and that the travel experience could be turned into
a fun and meaningful activity that is related to the places that are visited
along the road.
Social and cultural relevance
• The importance of play - Gaming is of relevance in itself for the “homo
ludens”, since it in various ways frees human awareness from the every
day. It also gives us an opportunity to inspire our realities in interesting
ways.
• Learning local geography history and computing - gaming has huge potential
as a means of engaging the ‘real’ world. Our gaming experience will stimulate
children to involve themselves with all aspects of their journey. As a
result of linking the game narratives and properties to the roadside environment,
we believe a learning situation will be generated, encouraging children
to enquire into local history, and stimulating a dynamic relationship
to what they understand by geography. Furthermore, computer games are
an important introduction to computer use. This is an argument for computer
games in general, but it is also important to design games that are appreciated
by girls to support and encourage their use of computers.