BACKSEAT PLAYGROUND
Interactive Institute - Stockholm 2005
mobile game research project
John Paul Bichard - Liselott Brunnberg - Anton Gustavsson - Oskar Juhlin
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Research

Publications

Brunnberg L., Gustavsson, A., Juhlin O., Games for passengers - Accounting for Motion in loca­tion based applications. In Proceedings of International Conference on the Foundations of Digital Games (ICFDG), April 26-30 on Disney Wonder Cruiseship, Florida. Download PDF

Brunnberg, L. (2008). Playing with the Highway Experience - Pervasive Games on the Road. Ph.D. Thesis in Applied Information Technology, IT-University of Göteborg. Weblink

Bichard, J., Brunnberg, L., Combetto, M., Gustafsson, A. and Juhlin, O. (2006). Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games. In Proceedings of the 5th International Conference on Entertainment Computing (Cambridge, UK, September 20 - 22, 2006), ICEC’06, Springer Verlag, pp. 117-122. Download PDF

Gustafsson, A., Bichard, J., Brunnberg, L., Juhlin, O. and Combetto, M. (2006). Believable environments – Generating interactive storytelling in vast location based pervasive games. In Proceedings of SIGCHI Advances in Computer Entertainment (Hollywood, CA, USA, June 14 - 16, 2006). ACE ‘06, vol. 266. ACM, New York, NY, 24. (Winner of the best paper award). Download PDF


Key Research Areas

• Episodic Narratives - a way of building narratives that work as fragmented and incomplete episodes, informing an overall plot depending on the journey traveled - this will be combined with both on and offline non-plot actions that will encourage players to further explore their environment and the in-game objects and stories.

• Real World Game Engine - where the game engine is embedded in the 'real' - using GIS database objects as game objects and assigning game properties to these real objects. This will allow objects in the real world to function as game objects with multiple properties ie ability to combine objects, to query them, affect the narrative and allow the player to collect resources from the real environment (virtually of course - car boots aren’t that big yet :) ).

• Lightweight technologies - enhanced mobile phones that respond to user gestures and which encourage the player to interact with their surroundings rather than the screen.


Previous research

The scope and topic of this project draws strongly on our previous research experience in this area. This has included two backseat games prototypes: 'Backseat Gaming' and 'Road Rager' developed in the mobility studio at the Interactive Institute and John Paul Bichards involvement in the public authoring framework 'Urban Tapestries. The two prototypes for backseat games were developed to investigate the feasibility and experience of game manipulation in encounters with physical objects and other players along the road.

Figure 1- 4 of the “back seat gaming” and “Road Rager” prototype; concept and evaluation

'Backseat Gaming' has been designed as a mixed reality game using a digital compass and a GPS-receiver to connect the game to the road side. By aiming the device towards objects as they pass by, players can defend themselves against attacking creatures or pick up magic artefacts. In this prototype the kids play with locations along the roads.

'Road Rager' focused on the social and communicative aspects of gaming on the road. It is a multiplayer game for gaming with kids in other cars during traffic encounters. It is based on ad-hoc peer-to-peer networking, which connects players in each other’s vicinity.

'Urban Tapestries' has been designed as a public authoring framework to enable members of the public to create pockets of information: image sound and text, and connect these pockets wirelessly, to leave story threads throughout the city, re-defining their environment. This has been implemented in two public trials on PDAs over WiFi and Sony Ericsson P900s over GPRS.





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