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)
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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)
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)
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.