Pervasive gaming, laser-games and the “skatepark” model

Last week at PicNic, during the very interesting panel that I participated in, a question from the audience sparked some discussion among us. The attendee slightly complained about the fact that Fabien or myself were a bit too pessimistic about pervasive gaming. Our two presentations, although very different posited that ubiquitous/pervasive computing was difficult to achieve for infrastructure/technical reasons… which leads to user experience issues.

The discussion then shifted to “what’s the target of pervasive gaming?”, I answered that before thinking about a target, one should find the “settings” or context in which pervasive gaming can work. I don’t know remember how I phrased the following, so let’s see what Tom Hume transcribed it: “It’s a bit like laser games, requiring a place with a specific infrastructure. My fear is that it could be turned into theme parks. It might be designed for specific targets or niches“.

I tried to elaborate more what I have in mind and think that there are indeed different models of location-based games.

The first one is a bit too utopian: it’s thinking that technologies are seamless, hardware and software robust and that no problem occur. In that case, one can envision über-cool location-based networked games running on cell phones everywhere everytime. Although this seems unlikely, one can at least think about this possibility.

At the end of the spectrum, I mention the worse-case scenario: the “laser-game” model in which the game can only be played in a specific time and place. This is what happened in planned games or exhibits (see for example what Blast Theory did with Can You See Me Now?): in this case the game was played in various cities, controlled by the game designers. One can also think about fixed places, as with laser-games, in which horde of players would come and play.

A mid-point on this spectrum would be to have an approach to combine the two. And I quite like the skateboard metaphor for that matter. You can do skateboard freely in lots of places (streets, parking, etc.) and also go to skateparks. In the former, the infrastructure of the everyday environment constrain the skateboarding tricks whereas in the latter the skatepark design is meant to allow certain tricks. What is interesting as well is that in street skating, there is a pleasure associated in finding nice and relevant spots, whereas in skateparks, things are more under controlled.

So, to get back to the topic at hands here, what would be the equivalent if the skateboard practice with regards to pervasive gaming? I think it may corresponds to designing for both targets in minds: both the daily and everyday environment (with its constraints, problems, issues) and for the “laser-park” equivalent in which the control of certain parameters would allow to go beyond the daily environment. And what would be a good candidate (as a device) for that? What corresponds to the skateboard?

Sk8bowls in lyon

Picture taken in Lyon, last month.

Why do I blog this? quick thoughts to be re-used in the future.

4 Responses to “Pervasive gaming, laser-games and the “skatepark” model”

  1. Paul Coulton Says:

    Nicholas

    This raises a very interesting point and I recently came across the suggestion that we should start using the term Appropriative Gaming for a lot of what could be called Big Games, pervasive games, mixed reality, alternative reality etc. I quite liked this as in many of the ideas we espouse are about people appropriating public spaces for games and certainly fits with the skateboarding and graffiti

  2. Tiago M. Says:

    I like to think that, similarly to open-source communities and a lot of online games (maybe not the best examples but it’s kind of late as I post this), some forms of pervasive gaming may subsist thanks to the players themselves.

    In special regard to physical and digital infrastructures (wifi access points, instance servers, game content among other stuff) there may be ways of leading the players to build, deploy and manage such assets as part of the gameplay. Sort of like MUD’s, let’s say, where players could have a slice of “land” to script their own dungeon or whatever they fancied. Or like Second Life, if you prefer (although I’m not a great fan of it).

    In a sense such a view also includes the concept of “Appropriative Gaming”, and even though I am unfamiliar with the term (or had been, untill now), the concept itself has been playing in my mind for some time now.

    ”What corresponds to the skateboard?”
    Well, to pursue the analogy, you can use lots of stuff on a skatepark: skateboards, bikes, rollerblades or even the weirdest contraption you devise. So I guess anything from tangibles to wearables might be adequate, as long as there is a good support framework/communications interface standard.

    Ahhh standards… they are so painstaking to define an approve :\

  3. Infovore » links for 2007-10-23 Says:

    […] Pasta&Vinegar » Blog Archive » Pervasive gaming, laser-games and the “skatepark” m… Nicolas Nova on how to integrate pervasive gaming into the environment a little better. (tags: pervasive play games environment design) […]

  4. Links 2008-08-21 - Adam Crowe Says:

    […] Pasta&Vinegar — Pervasive gaming, laser-games and the “skatepark” model "… what would be the equivalent if the skateboard practice with regards to pervasive gaming? I think it may corresponds to designing for both targets in minds: both the daily and everyday environment (with its constraints, problems, issues) and for the “laser-park” equivalent in which the control of certain parameters would allow to go beyond the daily environment. And what would be a good candidate (as a device) for that? What corresponds to the skateboard?" […]

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