Abstract
During the last 10 years, numerous mixed-reality game prototypes have been built and studied. This paper is a game studies attempt at understanding the findings of that research. First, this paper will look into the paradigm of pervasive mixed-reality game research, analyzing how these games have been produced and studied. Then, there is an overview of some central, reoccurring findings of that paradigm that is written with the intent of generalizing lessons of individual experiments. Finally, there is a discussion on research methodology, analyzing how this type of research could better validate the findings that have to do with play experiences and game design.
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Notes
According to the 2004 edition of The American Heritage Dictionary of the English Language.
The relatively detailed referencing practice of this paper is used in order to stay away from speculation and rely more on results derived from the various prototype studies.
The etymological origins of the term are in pervasive and ubiquitous computing, where any game using pervasive or ubiquitous technologies can be called “pervasive game” or “ubiquitous game” [see 47].
The event game/service game/product game—thinking was used collectively in IPerG project (http://www.pervasive-gaming.org), but it has not been published in this form before.
Somewhat comparable development can be seen e.g. in movie distribution, from movie screenings (event) to television (service) and video cassette distribution (product).
Apter’s reversal theory can of course be criticized. Its main ambiguity relates to the concepts of “telic” and “paratelic”, and how they relate to, for example, people who genuinely love their work. For such cases, Csíkszentmihályi’s [16] flow theory may be more appropriate. Nevertheless, playful attitude (and lack of it) is a central part of game experience.
Inspired by Reid [50] especially, who presents a categorization to natural, social, and feigned coincidences.
This kind of physicality does not correlate with the physical dangers of pervasive mixed-reality games. Instead, the distinguishable physical risk factors include playing in traffic [5, also 11], playing intensively [3], strong motivation to succeed [26], unclear communication between organizers and players [55], staring at the screen while playing [14] and using obstructive AR equipment [25]. One particularly interesting way of lowering the physical risk is designing game mechanics that require players to keep track of physical landmarks [see 3, 14] and other players [see 24].
While the game design and basic technology of BotFighters were global, its reliance on mobile operator services made it glocal in practice—it had to be launched separately everywhere.
This unintuitiveness is partially derived from the fact that these technologies and playing with them are relatively new thing for the laymen, and partially from the fact that due to their relative newness, the wireless technologies are prone to ambiguity, malfunction, and unpredictability. Both of these factors are likely to change in the future.
A.k.a. Bill.
These studies discuss or hint at technological problems during evaluations. Many others [such as 43] disregard problems and focus on findings that were likely to be unaffected by glitches. Based on informal discussions with researchers, it should be said that numerous other prototypes could be added to the list. The studies listed here deserve to be commended for pointing out their technological challenges.
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Acknowledgments
This paper was written at Nokia Research Center. I want to thank the entire User Experience and Design team for their help—especially Hannu Korhonen, Juha Arrasvuori and Jussi Holopainen. Further thanks to Barbara Grüter, Johanna Koljonen, Annakaisa Kultima, Frans Mäyrä, Jaakko Stenros and Annika Waern for comments and discussions.
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Montola, M. A ludological view on the pervasive mixed-reality game research paradigm. Pers Ubiquit Comput 15, 3–12 (2011). https://doi.org/10.1007/s00779-010-0307-7
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DOI: https://doi.org/10.1007/s00779-010-0307-7