Thursday, May 21, 2009

Class 6: Social Play

Well done on the first set of project presentations!
You have also learned about social play and the social ritual of play.

The presentations touched on some very interesting aspects, and I did not want to interrupt, but sorry that I did: because of Rob's great comment, I had to quickly mention the difference between parallel and non-parallel play; thanks to the last group who let me 'use' them to explain the concept.

I would like to dig a little bit deeper here, to help clarify if you have some questions about it (I am only figuring it out slowly myself):

Think of 3 activities: (Note: they are all competitive)

400m
This is a parallel game, or 'race', as the player have no 'direct' way of influencing the other player's physical performance. There is no 'offense' or 'defense'. The players face the same direction. The players' spaces are physically separated (by a white line).

Aussie Rules
This is a non-parallel game, or 'match'. The player has a 'direct' way of influencing the other player's physical performance (you can chose to kick goals or prevent goals, the defenders in American football are an extreme example: their only job is to defend, they will never score). There is 'offense' and 'defense'. The players face each other (especially at the start). A player can only be as good as the other opponent allows him to be. The players share a space. The players experience bodily feedback from opponents.

Tennis
Different to traditional sports such as Aussie Rules above, but it is still a non-parallel game: The players face each other, but they do NOT share a space, (the net separates them). However, they share a ball: this allows for 'offense' and 'defense'. The players still experience bodily feedback from opponents, but 'through' the ball as proxy.


Social implications
So does that mean that only Aussie Rules is social? No, as Rob will hopefully confirm, a 400m game is also social: I predict that his personal best was probably achieved in a race with others, possibly amongst a large crowd: the social presence of others affects your physical performance (can be negative, too, see stage fright), so it was a social experience.
But these sports experiences are also not the same socially. We can only conclude that they are social, and different. But what we can do is acknowledging these differences, and considering them in our designs.

How? (Mark might ask)
By realizing that there are 2 spaces in exergames (at least in most of the ones we play):

1. The exertion space: this is the space in which we exert our body.
This space can be social, for example when playing with others in the same room, but the experience is (so far) pretty much always parallel: we never physically interfere with the other player. You can imagine a 400m-line drawn between each Wii player, and you get the idea.

2. The virtual space: this is what happens in the virtual world, displayed on the screen.
This space can also be parallel (see 400m Wii Olympics: parallel in both exertion and virtual space), mimicking the parallel exertion activity in the exertion space.
OR: you, as the designer, can change this, and make it non-parallel: for example, your Wii Olympics avatars can run into each other and push each other over to win. OR: Wii tennis: the shared ball is virtual. Or Wii Aussie Rules: the virtual space is shared.
With these examples you can see why Wii tennis is easier to design than Wii Aussie Rules in terms of input control: in Wii tennis, you only have to accept that there is no physical feedback from the virtual ball (the feedback transcends from the virtual back into the exertion space), in Wii Aussie Rules, the physical feedback that is missing is from the ball and the other players, and accomodating that is harder.

And this is why we have to know about this, as we need to consider these social aspects of different sports experiences in our designs:
For example, by knowing that parallel exertion play turns into non-parallel virtual play, we can accommodate for its shortcomings:
  • we need to think how to compensate for the lack of physical feedback
  • but also the fact that the players do not face each other anymore while thinking about
  • how they can still experience offense and defense
  • ...
Think of Breakout for Two: if each brick would immediately break when hit the first time, it would be a parallel game (in the exertion and virtual space), but because the bricks are shared and only break and score a point when hit three times, the virtual space offers non-parallel play, allowing for offense and defense.

Conclusion
Technology does allow accommodating people with different preferences (parallel or non-parallel sportspeople), but also to mix these different sports styles to allow for new experiences, such as turning a 400m race into a 'match', allowing people with different physical capabilities to play together, play over a distance, ...
and these are the opportunities for you as designers!
So grab them!

Did I get this right Rob?

See also as example:




Homework:

Please post your project URLs as separate blog entries and allow for comments.
Read the papers for next week.
Comment on today's lecture here.
Grade each project you have seen in its respective blog entry's comments. (You should know by now what makes a great game, so use that knowledge and its terminology)
Provide an explanation if you feel comfortable and think it is helpful.

Roly Poly

BOO YEAH.
Blog is up for our game.
We're group A.
Sophie Bryson
Raphael Chung
Thomas Eccles
Gan Cheng
Timothy Goschnick
Victoria Na

NERD LOVE!

OUR GAME!

CAPITALS!!!

Help! Still looking to join a group...

Hello everyone, It's Vicky.
Sorry for the inconvenience and the hassle but I'm still struggling to find a group to join, so if anyone is kind enough to let me join a group, I'll be more than happy to accept the invitation.
My mobile number is here for contact: 0412478559
Also feel free to send an e-mail instead if you want: s3135111@student.rmit.edu.au
Cheers
Vicky.

Your projects go here

Your project's website needs to be entered here, on the main page, as a new, separate blog entry. You are all admins, so you can just log in and create a new blog entry.
If you do not want to create a new webpage, you can also document your project with the blog entry, of course.

Tuesday, May 19, 2009

Coding for Mario

** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE
** http://listserver.tue.nl/mailman/listinfo/icec
** Send all news to: icec@listserver.tue.nl
****************************************************
** NOTE: Please reply to article's originator,
** not this IFIP EC News Service
****************************************************


Call for Participation in the Mario Competition
IEEE Games Innovation Conference (ICE-GIC 09)

Organized by Sergey Karakovskiy and Julian Togelius, in association with
the IEEE Games Innovation Conference 2009, this competition is about
learning, or otherwise developing, the best controller (agent) for a
version of Super Mario Bros, defined as the controller that wins as many
levels (of increasing difficulty) as possible.

One of the main purposes of this competition is to be able to compare
different controller development methodologies against each other, both
those based on learning techniques such as artificial evolution and those
that are completely hand-coded. We hope to attract leading experts on
various learning methods and controller architectures to test their
techniques on this challenging problem. But we also encourage using the
competition and its associated software for student projects and
assignments.

The competition software is in Java and designed to be as simple as
possible to get started with, with no external dependencies. Submissions
in Java are encouraged, but any programming language can be used thanks to
a TCP client/server interface (example Python client provided). The
organization of the competition is similar to the simulated car racing
competitions held in conjunction with recent IEEE conferences: submission
will be by email, and the source code of all submitted entries will be
published on the competition web page.

Deadline for submitting controllers: 18 August, a week before ICE-GIC in
London.

URL: http://julian.togelius.com/mariocompetition2009/

Google Group: http://groups.google.com/group/mariocompetition (please join
this group if you plan to participate in the competition - all technical
discussion will take part in this group)

Competitors will be invited to give short presentations of their
controllers at ICE-GIC, and a prize will be awarded for the best
controller. Attendance at the conference is not mandatory for
participating in the competition.****************************************************
** To send and receive IFIP-EC-NEWS, go to
** http://listserver.tue.nl/mailman/listinfo/icec
** and subscribe directly
****************************************************
** News archives:
** http://listserver.tue.nl/mailman/private/icec/
****************************************************
** To join the IFIP ENTERTAINMENT COMPUTING Group
** contact: g.w.m.rauterberg@tue.nl
****************************************************

Bodily game for relaxation

from Pranee's friend Ian Bogost:

http://www.bogost.com/games/guru_meditation.shtml

Friday, May 15, 2009

Reading acceleration data off iPhone easily

Hi,

I've just seen a talk by Bert Bongers, and he told me about this cool iPhone app MRMR
http://poly.share.dj/projects/#mrmr
which reads out acceleration data off the iphone, but also button presses etc. and sends it wirelessly to, for example, a max/msp patch. This makes it very easy to build a project that detects movements or touch input and have a response on a screen nearby.

Hope this helps some of you realizing your ideas.

Cheers,
F

Thursday, May 14, 2009

Class 5: Difference between a good and a very good game

Today you have learned about how a mindset on the design themes for exertion games can make a difference between a good game and a very good game.

You have also practiced presenting an elevator pitch, and received feedback from the entire class on your project.

You have also learned that you can easily extend your game to the physical world with Arduinos and the Wiimote, please refer to the groups' members if you have any questions.

Please make sure you check the project presentation page that you know your team's letter and when to present your final project.

Homework

Use today’s feedback in your project
Your project needs a webpage!
Prepare a 5 min presentation of your project
Enter your blog comment
Read presentationzen.com

Wednesday, May 13, 2009

Mailinglist for exergames in AU and NZ

Hi,

I've just created a new mailinglist for people interested in exergames in AU and NZ.
To join, send email to

exergames-australia-subscribe@googlegroups.com

Cheers,
Floyd

Tuesday, May 12, 2009

Talk invite:

Public free talk:

WOW, they're uncontrollable: Online games, censorship and the
crisis of control.

Speaker: Dr. Jeffrey E. Brand, Associate Dean and Head of School,
Communication and Media, Faculty of Humanities and Social Sciences, Bond University

DATE: Wednesday 13 May, 2009

TIME: 6:00 to 7:30 pm

Location: Theatre 3, Alan Gilbert Building, The University of Melbourne

Getting there: The Alan Gilbert Building is on the corner of Grattan St
and Barry St in Carlton. The best approach is to enter the Alan Gilbert
Building from the Barry St entrance. Theatre 3 is on level one. Go up
the stairs that will appear directly in front of you - at the top of the
stairs, walk around to your left and keep walking - a clearly sign-posted
entrance to the theatre will be visible in front of you. Lift access is also available to level one.

Abstract: Computer and video games are big business in Australia, just
as they are in many other developed economies. In 2008, the retail sector
traded AU$1.9 billion in hardware, software and peripherals. Of this
total, approximately AU$15 million were MMORPGs such as World of
Warcraft (WOW). Ongoing online game subscriptions such as WOW may have accounted
for another AU$300 million and games downloaded through services such as
Steam and Direct2Drive are not accounted for in domestic retail figures.

Australia is unique among developed states in that it does not provide
for an R18+ or "Adult" rating for computer game content. Yet demographic,
behavioural and attitudinal data indicate that adults are a core market
for games, are the heaviest consumers of massively multiplayer online
games and are savvy consumers capable of considering the risks of playing
games with challenging and confronting content while acting responsibly
when using such games in homes with children. Recent controversy over
whether games that are exclusively played online must be classified to
be legally sold or exhibited in Australia has added to a growing chorus of
criticism over the Australian content regulation regime. Most
online-only games such as and including WOW have not been submitted by their
publishers for classification by the Classification Board. James Beniger's
(1986) notion of a 'crisis of control' will be used to contextualise the contemporary regulatory environment and its failure to accommodate the rapidly changing medium of computer games. Suggestions and probable scenarios will be offered and canvassed to evaluate the policy and
technical trajectory of ratings and classification in Australia.

Speaker: Jeff Brand is Associate Professor and Head of the School of
Communication and Media at Bond University. His research explores the
effects of electronic media on audiences and the policy imperatives that
arise from presumed effects. He conducts most of his research on
computer game audiences and is author of the Interactive Australia series of
studies for the Interactive Entertainment Association of Australia. Jeff
has published in the Journal of Communication, Journal of Advertising
Research, Educational Leadership, Asia Pacific Media Educator,
Communications & Strategies, Media International Australia and in edited
texts in the field of media. He is co-author (with Prof. Mark Pearson)
of Sources of News and Current Affairs (2001). Jeff has served as a
consultant to the Australian Communications and Media Authority, the
Classification Board, the Special Broadcasting Service, and the
Interactive Entertainment Association of Australia. He completed his PhD
in 1995 at Michigan State University.

This is a public lecture. Entry is free.

Sponsors: IEEE-Society for the Social Implications of Technology and The Department of Information Systems, The University of Melbourne.

Friday, May 8, 2009

Stelarc at Uni Melb today


World-famous Stelarc from Melbourne is in town and giving a presentation, organized by Melbourne Uni:

http://www.dis.unimelb.edu.au/pdf/Stelarc%20Poster.pdf

If you are interested in the body from an arts perspective, be there today at 3!

(Picture is me comparing my hand-drawn ears to Stelarc's third ear on his arm)

Thursday, May 7, 2009

Class 4: designing exertion games

Today you've learned about the process of designing exertion games, and the themes

  • social
  • emotion
  • mind-body loop
  • mind body conflict?
  • performance
when it comes to designing for the body. These themes should help you in creating your project, and they should also help you in arguing why your game is any good!

(This differentiates you from those clever 14 year-olds: they might also create a great game, but they cannot argue why it is any good, and hence cannot tell their future employees how to make another great game. By understanding why your game is great, you will be able to do it again!)

Homework:

Prepare for "Projects Madness": 1 min presentation + 2 min feedback from class
Use today’s design knowledge in your project
Enter your blog comment (and don't forget to comment on today's presentation styles!)

Homework for Pranee: reply to Ian Bogost

Comment to Michele's comment on the brain-interface:

Think about the theme "mind-body loop" when designing exertion games: what does it mean to design for the mind-body loop? Focusing on the brain alone does not seem to be the best approach with that in mind. (I understand for some it might be the only way to communicate, so there is a space for that). But do you think you can create better games if you would have such an interface?

Further thought: Anton Nijholt (NL) has done experiments where he measured brain activity: he asked people to IMAGINE moving a box: the brain activity in certain parts was X volts. Then he asked the same people to imagine moving a box WHILE moving their hands as if they are moving a box. The brain activity was >X Volts.

The question for us is not WHY?, but WHAT DOES THIS MEAN FOR YOUR GAME DESIGN?

Can you see that this is what Guitar Hero does? It does not only make you THINK (see imagining moving the box) you are a rockstar by putting up all the graphics & sound etc, it ALSO strengthens these emotions that make you think you are a rockstar by encouraging you to do the associated MOVEMENTS: they give you a guitar, so you stand like a rockstar, but they also reward tilting it upwards in the gameplay (even though it does not add anything the way you play (regular) guitar), making it a much more emotional game (through imagining fantasy play) than if they would have just giving you the buttons and the strum bar.

Comments appreciated on what does this mean for YOUR game.

Wednesday, May 6, 2009

Social play chapter

Hi,

I've just emailed the reading material: chapter "social play" for the presentation, as this was the only one i could not get online. Here it is again:

http://digital.lib.rmit.edu.au/ereserve/notes09/math2130/31259007731198.pdf

Cheers,
Floyd

Tuesday, May 5, 2009

Tech hacks for the time-rich and entertainment-poor.


I've been following MyToaster on Twitter for a while. It is gratifying to see a domestic appliance so happy in its work.

How happily surprising it was to discover that MyToaster is a neat little hack!

I don't think you could call this a game - it has no rules. But I think it makes life more playful, and encourages new ways of thinking about everyday objects.

Question: will the games of tomorrow be prettier pictures on a bigger screen? Or will more games involve extraordinary uses for ordinary things?

(Games involving the real world include: location based games, more location-based games, an example of a tabletop game, Mr Tetris, Moving Mario, real-world Mario.)

Heatlh Beyond conference: Thursday

If you are interested in health applications for games, there is healthbeyond.org.au at ex-Telstra Dome this Thursday, it's $20, and I am going to see if there is much game development going on in the health industry in AU.

Monday, May 4, 2009

Group 2 - Presentation Summary - "The Wii's Revolution is in the Past"

Group 2
Powerpoint Presentation



Presentation transcript
The Wii’s innovation is not in its interface its in tis simplicity and accessibility be it the dreams of fans or the intentions of developers. The wii’s revolution was not in its attention to “serious” games.


The Wii’s revolution is in the past. In the same way that my father, when he was young played pong and in the way he now plays Wii golf.

Its in the way the wii is perceived and its now autonomic relation to modern gaming.

Another example is the Wii’s Virtual console which takes classic games that were always available but never accessible and makes them attractive to a new unexperienced audience. It’s clear that Wii’s revolution is “accessibility”.

Our assumptions and the way we define “innovation” and immersion although incorrect have not been completely pointless.

The wii motion plus is the next step.

The Wii’s revolution introduced and welcomed accessibility and consumerism , creating a new market for the Wii motionplus, an intuitive new device that absolves most of the problems seasoned gamers have with gesture based controls.

And what about the Wii 2?


Although the wii does not revolutions the way we play it has undeniably created something much more important, a new growing market. Its encapsulated entire demographics sustaining a market open to the next revolution.

The revolution that we incorrectly assumed and impatiently demanded.


The wii2 could increase graphical fidelity and bring its adoring market accessible intuitive controls.

Is the Wii the revolution we thought it was No? Could it be? Yes, it could prove the catalyst for the greatest transformation on any one medium.


To encapsulate my contention: the wii and gesture has strong potential to heighten physicality in games, but it can only be done to its, self deserved extent. To create immersion or meaning via an interface that interface needs to be at a constant level of complexity. Which disagrees directly with the Wii’s design and purpose. (accessibility)

Furthermore to assume and to name an interface an innovation in interactive media is a fairly ignorant claim. A game should not be defined by the system its on or the interface that’s used to enjoy it. A game should be an abstraction of on idea, one that works within the confines of a medium in such a way that the confines disappear. This is immersion. This is good game design in its simplest definition.


Michele & Rhys



P.s If anyone would like to upload there slides in a flash format. First upload here

http://www.slideshare.net/upload

then when it loads (takes about 1min) you can click on the file and copy paste the embedded link (html) into your blog post