Top Banner
Hide&Seek 1. Introduction ..................................................................................................................................... 1 2. Project Implementation Considerations .......................................................................................... 2 2.1 Gamification and Player Discovery ............................................................................................ 2 2.2 Game Methods .......................................................................................................................... 3 2.2.1 Basic Purpose and Objective .............................................................................................. 3 2.2.2 Normal mode...................................................................................................................... 3 2.2.3 Spaceshifted ...................................................................................................................... 4 2.2.4 Timeshifted........................................................................................................................ 5 2.3 Universal design ........................................................................................................................ 6 2.4 Alternative Input and Feedback Methods ................................................................................. 6 3. Conclusion ....................................................................................................................................... 8 References .............................................................................................................................................. 9 List of Figures ...................................................................................................................................... 9 List of Tables ....................................................................................................................................... 9 1. Introduction The availability of mobile, handheld computing and communication terminals with a variety of sensors and wireless technologies have paved the way for a host of applications for both utility and entertainment. Many of the entertainment applications that have seen success are based on classical or otherwise wellknown games or game concepts. As an extension of this, we propose a mobile entertainment application called Hide&Seek. "Miniaturized sensors and actuators are advancing rapidly, communications networks are becoming ubiquitous, and standards for wireless networking are being established. Above all, technology and design are breaking down the wall that has historically separated computing from the rest of life." (Agre 2001, 178)
9

Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Jul 09, 2020

Download

Documents

dariahiddleston
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

 

Hide&Seek    

1.   Introduction  .....................................................................................................................................  1  

2.   Project  Implementation  Considerations  ..........................................................................................  2  2.1   Gamification  and  Player  Discovery  ............................................................................................  2  2.2   Game  Methods  ..........................................................................................................................  3  

2.2.1   Basic  Purpose  and  Objective  ..............................................................................................  3  2.2.2   Normal  mode  ......................................................................................................................  3  2.2.3   Space-­‐shifted  ......................................................................................................................  4  2.2.4   Time-­‐shifted  ........................................................................................................................  5  

2.3   Universal  design  ........................................................................................................................  6  2.4   Alternative  Input  and  Feedback  Methods  .................................................................................  6  

3.   Conclusion  .......................................................................................................................................  8  

References  ..............................................................................................................................................  9  List  of  Figures  ......................................................................................................................................  9  List  of  Tables  .......................................................................................................................................  9  

1. Introduction  

The  availability  of  mobile,  handheld  computing  and  communication  terminals  with  a  variety  of  

sensors  and  wireless  technologies  have  paved  the  way  for  a  host  of  applications  for  both  utility  and  

entertainment.  Many  of  the  entertainment  applications  that  have  seen  success  are  based  on  classical  

or  otherwise  well-­‐known  games  or  game  concepts.  As  an  extension  of  this,  we  propose  a  mobile  

entertainment  application  called  Hide&Seek.  

"Miniaturized  sensors  and  actuators  are  advancing  rapidly,  communications  networks  

are  becoming  ubiquitous,  and  standards  for  wireless  networking  are  being  established.  

Above  all,  technology  and  design  are  breaking  down  the  wall  that  has  historically  

separated  computing  from  the  rest  of  life."  (Agre  2001,  178)  

Page 2: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Project  Implementation  Considerations   Gamification  and  Player  Discovery  

2  

Throughout  the  paper,  the  term  Hide&Seek  will  be  used  to  refer  to  the  proposed  application  

development,  while  the  term  hide-­‐and-­‐seek  will  be  used  to  denote  the  classic  real-­‐life  children’s  

game  of  similar  concepts.  

2. Project  Implementation  Considerations  

2.1 Gamification  and  Player  Discovery  While  one  may  view  the  Hide&Seek  application  as  a  modernization  of  the  traditional  children’s  game  

of  hide-­‐and-­‐seek,  we  would  also  like  to  propose  an  supplementary  interpretation  of  the  setting  of  

the  application  as  a  gamification  of  friend  locator  services  like  Apple’s  Find  My  Friends  or  Google  

Latitude.  Deterding  et  al.  (2011)  explains  the  process  of  gamification  as  the  introduction  of  ludic  

game-­‐elements  in  a  non-­‐game  setting  to  achieve  gamification:  

"We  believe  that  “gamification”  does  indeed  demarcate  a  distinct  but  previously  

unspecified  group  of  phenomena,  namely  the  complex  of  gamefulness,  gameful  

interaction,  and  gameful  design,  which  are  different  from  the  more  established  concepts  

of  playfulness,  playful  interaction,  or  design  for  playfulness.  Based  on  this  observation,  

we  propose  the  following  definition:  “Gamification”  is  the  use  of  game  design  elements  

in  non-­‐game  contexts."  (Deterding  et  al.  2011,  10)  

Deterding  et  al.  (2011)  in  this  way  claims  that  there  is  no  implicit  restriction  of  what  non-­‐ludic  

activities  that  can  be  turned  into  entertaining  games,  since  it  is  the  structure,  reward  system  and  the  

game  elements  themselves  that  provide  entertainment  value  –  not  the  activity  of  the  game  in  itself.  

Many  games  are  based  on  activities  that  are  not  in  themselves  of  any  entertainment  value  (Diner  

Dash,  FarmVille,  Sally’s  Salon).  Gamification  refutes  the  need  for  entertainment  value  in  the  process  

itself:  "Why  didn´t  every  single  one  of  them  get  laughed  out  of  in  the  building?  The  answer  is  simple:  

it  is  the  mechanics  of  a  game  -­‐  not  the  theme  -­‐  that  make  it  fun"  (Zichermann  and  Cunningham  2011,  

2-­‐3).  The  interpretation  of  Hide&Seek  as  a  gamification  of  friend  location  services  then  gives  us  the  

ability  to  defend  the  attempt  of  creating  such  a  game  –  by  adding  structured  game  elements  to  the  

fairly  day-­‐to-­‐day  task  of  locating  other  people,  an  entertaining  game  can  be  created.  

"In  other  work  Larissa  Hjorth  and  I  observed  that  of  the  21  female  students  surveyed  in  

July  2008  at  RMIT  and  Murdoch  University  in  Australia,  the  11  who  played  casual  mobile  

games  most  often  did  so  while  waiting  for  friends  in  public  places  or  while  travelling  on  

public  transport,  revealing  how  the  mobile  game  becomes  co-­‐opted  by  the  ‘body-­‐in-­‐

waiting’,  in  situations  of  solitary  co-­‐presence"  (Zichermann  and  Cunningham  2011,  423)  

Page 3: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Game  Methods   Project  Implementation  Considerations  

    3  

 

"If  “context”  means  “place,”  then  a  place  might  have  “house  rules”  that  limit  the  

potential  range  of  functionality  of  devices  that  are  located  within  in."  (Agre  2001,  184)  

 

2.2 Game  Methods  

2.2.1 Basic  Purpose  and  Objective  Taking  the  game  structure  and  rules  from  the  children’s  game  hide-­‐and-­‐seek,  we  have  developed  

four  different  game  modes  that  we  envision  will  act  as  gamificating  factors  that  will  help  make  the  

game  an  entertaining  success  on  a  mobile  platform.  In  its  most  basic  implementation,  hider  will  be  

able  to  lock  in  to  a  geographical  position,  while  the  seeker  will  be  shown  some  abstracted  indicator  

of  the  remaining  distance  between  the  seeker  and  the  hide.  

  However,  to  provide  engaging  elements,  several  other  game  modes  have  been  developed  to  

provide  alternate  ways  to  engage  with  the  game  while  increasing  accessibility.  The  two  dimensions  of  

time  and  space  were  selected  to  axially  create  game  modes  across.  The  combinations  of  game  

modes,  together  with  the  intention  behind  their  creation,  will  be  explained  below.  

Table  2.1 The  four  possible  game  modes  in  Hide&Seek.  

  Real-­‐time   Time-­‐shifted  

Same  space   Normal   Time-­‐shifted,  same  space  

Space-­‐shifted   Space-­‐shifted,  real-­‐time   Space-­‐shifted  &  time-­‐shifted  

 

2.2.2 Normal  mode    This  game  type  is  the  most  similar  to  the  classical  game  of  hide-­‐and-­‐seek,  since  the  game  is  played  

simultaneously  and  within  the  same  confined  space.  The  seeker  will  have  some  an  abstracted  display  

that  indicates  the  remaining  distance  to  the  hider,  or  will  receive  feedback  from  the  system  in  other  

ways  as  will  be  discussed  in  2.4  Alternative  Input  and  Feedback  Methods.  The  hider  will  lock  his  or  

her  location  into  the  mobile  device.  The  hider  will  then  be  shown  the  current,  real-­‐time  position  of  

the  seeker,  and  can  thereby  choose  to  relocate  if  she  feels  that  she  is  in  immediate  danger  of  being  

found.  The  new  location  will  then  be  sent  to  the  seeker,  whose  feedback  will  change  to  reflect  the  

new  position  of  the  hider.  

Page 4: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Project  Implementation  Considerations   Game  Methods  

4  

 

Figure  2.1 Hide&Seek  in  the  Normal  game  mode.  

2.2.3 Space-­‐shifted  To  exploit  the  possibilities  offered  by  the  mobile  platform  that  the  game  is  intended  to  run  on,  we  

chose  to  expand  the  game  modes  with  a  spatial  axis.  The  game  of  hide-­‐and-­‐seek  is  already  inherently  

a  spatial  one,  however,  we  chose  to  build  a  feature  that  enabled  the  entire  playing  field  to  be  

physically  relocated  so  that  two  players  can  play  even  though  they  are  not  occupying  the  same  

physical  space.  

  There  are  primarily  two  uses  for  this  game  mode.  Firstly,  gamers  can  participate  in  play  even  

though  they  are  located  such  that  it  is  impractical  or  impossible  to  play  in  the  same  physical  space  –  

the  players  might  be  in  different  areas,  cities  or  even  countries.  For  example,  a  part  of  Hyde  Park  in  

London  can  be  mapped  to  parts  of  Central  Park  in  New  York  City,  and  movements  in  one  space  can  

be  mirrored  in  the  other  as  if  the  counterpart  has  a  presence  there.  

  Secondly,  this  game  mode  enables  players  who  might  otherwise  be  prevented  from  

participating  in  outdoors  activities  to  take  part  in  a  game  of  hide-­‐and-­‐seek.  For  example,  a  person  

with  physical  disabilities  who  is  bound  to  a  wheelchair  might  not  be  able  to  move  about  in  an  open,  

outdoor  space  in  the  way  required  to  normally  take  part  in  this  game.  A  large  outdoor  space  can  

therefore  be  mapped  to  an  alternate  smaller  space  that  might  be  indoors.  In  this  way,  a  wheelchair-­‐

bound  person  can  seek  or  be  found  for  another  person  that  is  located  outdoors,  as  can  two  people  

who  are  both  located  indoors  in  different  environments.  We  hope  that  this  game  mode  will  entertain  

and  engage  users  who  might  otherwise  not  be  able  to  play  this  kind  of  game.  

  Space-­‐shifting  presents  the  obvious  challenge  of  impossible  spaces,  that  is,  spaces  that  are  

possible  to  occupy  for  one  of  the  parties  but  not  for  the  other  –  for  example,  the  hider  might  be  

hiding  in  a  living  room  which  can  correspond  to  the  middle  of  a  lake  in  a  park  where  the  seeker  is  

looking  for  him.  We  have  not  yet  discovered  any  obvious  solution  for  this  problem,  save  for  the  

Page 5: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Game  Methods   Project  Implementation  Considerations  

    5  

eventual  discovery  by  the  seeker  that  he  or  she  cannot  get  to  where  the  hider  is  hiding,  which  might  

provide  some  entertainment  value  in  itself.  Further,  as  of  the  writing  of  this  paper,  there  are  limited  

options  available  for  sensing  or  registering  a  precise  position  in  an  indoor  environment,  since  GPS  

signals  are  usually  blocked  by  ceilings  or  other  structures.  We  have  not  addressed  this  issue.  

 

Figure  2.2 Hide&Seek  in  the  Space-­‐shifted  game  mode.  

2.2.4 Time-­‐shifted  Like  with  space-­‐shifting,  we  believe  that  there  might  be  an  interest  in  exploring  the  possibility  for  

time-­‐shifted  play.  As  has  been  seen  by  many  successful  gamifications  of  popular  concepts  –  for  

example  Scrabble,  the  board  game,  and  its  gamified  mobile  app  Wordfeud  –  a  key  to  success  is  

letting  opposing  players  play  in  a  turn-­‐based  manner  at  a  time  chosen  at  their  own  discretion.  We  

believe  that  letting  Hide&Seek  users  hide  and  seek  for  each  other  without  necessarily  being  present  

at  the  same  time  can  be  an  important  success  factor.  

  This  functionality,  reminiscent  of  geo-­‐caching,  can  also  be  used  in  other  creative  ways  such  as  

to  direct  friends  to  interesting  positions  in  parks  or  public  areas,  perhaps  a  place  with  a  nice  view  or  

with  great  coffee.  

Page 6: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Project  Implementation  Considerations   Universal  design  

6  

 

Figure  2.3 Hide&Seek  in  the  Time-­‐shifted  game  mode.  

2.3 Universal  design  Our  initial  idea  was  to  create  a  game  that  would  include  disabled  people  and  remove  them  from  their  

physical  obstacles.  But  as  Plos  states  that  might  not  be  a  good  idea  as  most  products  that  have  been  

developed  with  disability  in  mind  tend  to  be  rejected.    

“If  the  product  states  that  it  has  been  developed  with  disabled  people  in  mind  it  will  

most  likely  be  rejected  by  the  users.  The  product  should  then  be  design  for  most  people.  

Universal  design  benefits  people  of  all  ages  and  disabilities.”  (Plos  and  Buisine  2006,  2).    

We  therefore  changed  our  initial  idea  to  include  everyone  and  have  less  focus  on  the  disabled  and  

more  on  universal  design.  By  focusing  more  on  the  overall  user  experience  and  incorporating  

feedback  tools  that  can  be  applied  by  any  user  we  might  reach  a  broader  audience.  Feedback  can  be  

delivered  to  the  user  through  visual  output,  sound,  vibration,  and  light.  This  should  be  sufficient  for  

most  users  both  disabled  and  fully  functional  humans.  

2.4 Alternative  Input  and  Feedback  Methods  One  of  the  more  basic  game  feedback  systems  would  be  an  on-­‐screen  number  showing  the  distance  

in  meters  between  seeker  and  hider,  sans  direction,  or  visualized  through  effects  such  as  a  

temperature  gauge  or  other  abstracted  display.  Such  a  display  could  gauge  the  remaining  distance  by  

dividing  the  currently  remaining  distance  to  the  hider  with  the  initial  distance  to  the  hider  at  the  

beginning  of  the  session.  For  example,  if  the  seeker  began  seeking  200  meters  away  from  the  hider,  

and  the  seeker  is  currently  150  meters  away,  the  gauge  would  visualize  a  reading  of  25%,  informing  

the  seeker  that  she  has  come  about  one  quarter  of  the  way  to  the  desired  target.  

  However,  the  use  of  the  suggested  game  application  could  also  encompass  usage  scenarios  

where  hands-­‐free  use  could  be  desired.  In  an  outdoor  game  setting,  the  desire  to  interact  with  the  

Page 7: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Alternative  Input  and  Feedback  Methods   Project  Implementation  Considerations  

    7  

outdoor  environment  might  overcome  the  desire  or  ability  to  be  aware  of  what  is  displayed  on  the  

handheld  device  used  to  run  the  application.  As  such,  Hide&Seek  might  utilize  means  of  providing  

feedback  to  the  end  user  that  does  not  interfere  nor  compete  with  this  desire.  In  their  paper  

“BlindSight:  Eyes-­‐Free  Access  to  Mobile  Phopnes”  Li,  Baudisch,  and  Hinckley  (2008)  present  a  

prototype  of  a  solution  where  an  auditory  feedback  solution  replaces  the  need  for  visual  feedback  

from  the  phone  system.  Contrary  to  the  solution  presented  in  their  paper,  where  the  interaction  

would  take  place  during  a  call  –  a  situation  in  which  the  user  would  have  the  phone  placed  at  her  ear,  

the  Hide&Seek  application  does  not  require  the  end  user  to  keep  the  phone  in  any  specific  place  or  

orientation,  negating  their  finding  that  end  users  experience  discomfort  or  annoyance  with  the  need  

to  constantly  compare  visual  feedback  from  the  phone  with  information  exchanged  in  the  phone  

conversation  being  held.  

  We  would  claim  that  in  the  setting  of  Hide&Seek  in  an  outdoor  environment,  the  need  to  

keep  oneself  oriented  with  the  physical  surroundings  present  a  distraction  not  dissimilar  to  the  one  

experienced  when  one  needs  to  do  a  context  switch  between  a  phone  conversation  and  looking  at  

the  phone  display.  As  such,  we  feel  that  the  inclusion  of  other  means  of  communication  or  feedback  

from  the  handheld  device  to  the  end  users  are  not  only  possible  but  appropriate  in  such  a  use  

setting.  Li,  Baudisch,  and  Hinckley  (2008)  argue  that  auditory  feedback  is  a  satisfactory  delivery  

mechanism  for  feedback  while  in  a  phone  call.  Hide&Seek  does  not  imply  use  of  the  device’s  

earpiece,  and  as  such,  any  delivery  system  for  alternative  feedback  is  to  be  considered  for  

implementation.  For  example,  vibration  XXXX.  

  Further,  Li,  Baudisch,  and  Hinckley  (2008)  found  that  while  skilled  users  could  operate  a  

touch-­‐screen  display  if  the  device  is  in  a  known  location,  eyes-­‐free  access  to  the  hard,  or  tactile,  

buttons  on  a  mobile  phone  makes  for  good  interaction  when  the  device  is  in  an  unfamiliar  

orientation  or  in  a  new  context.  

“Many  skilled  users  can  operate  their  phone  eyes-­‐free  if  the  phone  is  in  its  standard  

position  in  front  of  the  user.  Unfortunately,  we  found  that  these  skills  do  not  always  

transfer  when  the  phone  is  held  by  the  ear.”  (Li,  Baudisch,  and  Hinckley  2008,  5)  

Further,  the  authors  found  that  such  feedback  would  be  most  appropriately  given  only  on  the  

request  of  the  end  user.  This  latter  restriction  might  not  be  relevant  to  the  setting  of  the  Hide&Seek  

application,  as  the  enjoyment  of  a  game  or  recreational  activity  might  seem  to  stem  from  the  

discovery  of  unknowns  or  other  surprises  –  in  this  setting,  on-­‐demand-­‐feedback  might  not  be  the  

only  appropriate  kind  of  feedback.  As  such,  we  claim  that  in  the  Hide&Seek  application,  we  might  

employ  a  mixture  of  feedback  delivery  methods,  such  as  the  obvious  visual  aid  combined  with  other  

Page 8: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

Conclusion   Alternative  Input  and  Feedback  Methods  

8  

mechanisms  such  as  vibrations,  auditory  delivery,  lights,  triggering  of  external  monitors/terminals  

etc.  

  This  feedback  might  be  provided  on-­‐demand  by  the  end  user,  or  it  might  be  given  at  regular  

interval  or  when  certain  thresholds  are  reached,  such  as  when  the  user  is  5%  closer  to  or  further  

away  from  the  hider  than  at  the  last  given  feedback.  For  example,  iterative  5%  distance  thresholds  of  

vibration  or  audio  will  give  an  increasing  frequency  of  feedback  delivery,  in  that  the  intervals  

between  the  feedbacks  will  increase  the  closer  the  seeker  comes  to  the  hider,  which  might  lead  to  an  

elated  feeling  of  excitement  or  suspense  as  the  feedback  signal  nears  continuous  operation.  

  As  such,  in  addition  to  delivering  such  non-­‐visual  feedback  automatically,  the  end  user  might  

be  able  to  trigger  some  form  of  feedback  through  the  use  of  tactile  buttons  on  the  device,  as  shown  

by  Li,  Baudisch,  and  Hinckley  (2008).  For  example,  in  one  implementation,  the  click  of  a  button  might  

trigger  a  series  of  vibrations  that  rapidly  increase  in  frequency,  or  a  sound  with  an  increasing  pitch  to  

denote  success  or  decreasing  pitch  to  denote  failure.    

 

Figure  2.4 Example  abstracted  indicators  that  communicate  the  remaining  distance  between  the  

seeker  and  the  hider.  

3. Conclusion  

We  believe  that  there  might  be  a  market  for  a  gamification  of  the  classical  children’s  game  hide-­‐and-­‐

seek.  Providing  playability  as  both  real-­‐time  and  as  a  turn-­‐based  system,  an  enabling  access  for  the  

physically  challenged,  we  aim  to  include  a  vast  number  of  users  while  still  catering  to  casual  and  

novice  players.  

 

Page 9: Hide&Seek · Project!Implementation!Considerations! Game!Methods! 4!! Figure2.1 Hide&Seek,in,the,Normal,game,mode., 2.2.3 SpaceDshifted, To!exploit!the!possibilities!offered!by ...

List  of  Figures   References  

    9  

References  

Agre,  P.E.  2001.  "Changing  places:  Contexts  of  awareness  in  computing."  Human–Computer  

Interaction  no.  16  (2-­‐4):177-­‐192.  

Deterding,  S.,  D.  Dixon,  R.  Khaled,  and  L.  Nacke.  2011.  From  game  design  elements  to  gamefulness:  

defining  gamification.  

Li,  Kevin  A.,  Patrick  Baudisch,  and  Ken  Hinckley.  2008.  Blindsight:  eyes-­‐free  access  to  mobile  phones.  

In  Proceedings  of  the  SIGCHI  conference  on  Human  factors  in  computing  systems.  Florence,  

Italy:  ACM.  

Plos,  O.,  and  S.  Buisine.  2006.  Universal  design  for  mobile  phones:  a  case  study.  

Zichermann,  G.,  and  C.  Cunningham.  2011.  Gamification  by  Design:  Implementing  Game  Mechanics  in  

Web  and  Mobile  Apps:  O'Reilly  Media.  

 

 

List  of  Figures  Figure  2.1   Hide&Seek  in  the  Normal  game  mode.  .............................................................................  4  

Figure  2.2   Hide&Seek  in  the  Space-­‐shifted  game  mode.  ...................................................................  5  

Figure  2.3   Hide&Seek  in  the  Time-­‐shifted  game  mode.  .....................................................................  6  

Figure  2.4   Example   abstracted   indicators   that   communicate   the   remaining   distance  

between  the  seeker  and  the  hider.  ...............................................................................  8  

 

List  of  Tables  Table  2.1   The  four  possible  game  modes  in  Hide&Seek.  ....................................................................  3