Hey guys,
I am posting this in the middle of a pile of work so I'm going to make this quick, but you have all of Thanksgiving week to work on this so I'm not too worried.
For next class, please bring your latest version of your game and your architectural space so we can discuss them. I am going to talk to Rafael about whether or not he will be coming in to speak.
Here is the homework from the previous lecture:
Journal prompt: Site-specific resistance: Create a simple game designed to be played in a certain physical context, such as a landmark, Metro car (no, the Rhode Island Challenge doesn't count), urban space, Starbuck's, etc. The game should both use elements of being in that space as part of the game (ex. people in the location), and change their contexts so they can become part of the game without having players behave too outlandishly (i.e. In a vampire game, talking to someone can equal "sucking blood", and that could ultimately lead to points.) Technology may or may not be integrated in some way. The game should be something that can be played without others knowing you are playing a game (don't get arrested). Play the game and write about it, discussing how elements of that place that you have chosen are meaningfully integrated into the game and how any technology that you have chosen to integrate is meaningful and assists or tracks progress.
Here are concepts from the lecture:
1. Augmented reality - a term in computer research that refers to a combination of real and virtual world data.
2. Augmented reality recalls the Persuasive Technology Tools of self-monitoring and surveillance.
3. Pervasive games - Games where players' real world actions take on virtual world meanings through the player's interactions with mobile technologies.
4. Alternate reality games - Games which use the real world as a medium for delivering game content through websites, e-mail, phone calls, or actual gatherings. They put players into real-world stories that are affected by their input.
5. These technologies are informing the ways the mobile technologies are used within real architecture to assist people using those buildings. An example of this is the use of Nintendo DS's to get MLB scores within Seattle's Safeco Field.
That's it! Enjoy. E-mail me with any questions.
Monday, November 24, 2008
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