Archive for tagging

area-code works

01_Superstar

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‘this is a massively multiplayer real-world game, tested at the 2005 Ubicomp conference in Tokyo. The game users Japanese Puri Kura sticker-clubs as a starting point for a playful experiment in social networks, automated phonecam image analysis, and urban visual culture.

The goal of the game is to see and be seen using swarms of microscopic images woven through the complex fabric of Tokyo streetlife. Players use only their phonecam and a sheet of tiny Puri Kura self-portrait stickers.

Players place their stickers wherever they want, and then “collect” the stickers of other players by shooting them with phonecams. Mobot technology automatically recognizes the sticker from the image, and assigns points to the player on the sticker and the player who shoots the sticker. Though the game, players become tiny pop icons and attention is refocused on this parallel sticker population, an echo of the crowds around us. ‘

02_Sopranos

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The Sopranos A&E Connection game was designed for the premiere of the Sopranos on A&E TV. Using cell phones to collect pieces,(heroes pictures from posters on the street for example) players composed an online gameboard to anticipate what might happen that night on the Sopranos, much like Fantasy Football works with sports.

When the episode premieres on A&E, the players’ online gameboards come to life and animate synchronously to the TV signal. As the characters, settings and objects of the Sopranos appear on TV, the corresponding pieces animate and score points. (Therefore when tony appears on the screen, tony’s pictures on the gameboard match and give points to the player)
03_ConQwest,

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Designed for Qwest Wireless in 2003, this was the first ever use of semacode, optic codes scanned by phonecams. A city-wide treasure-hunt designed for high school students, players went through the city “shooting treasure” with Qwest phonecams and moving their totem pieces to capture territory. The winning team won a $5,000 scholarship for their school. Online, a web site showed the players’ locations and game progress, turning it into a spectacular audience-facing event.

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street games-tag

Here’s a list of some selected projects, I struggled to make a selection, well I think each one of them represents a different gameplay, with technology being GPS enabled phones or PDAs.

In case you want to find out more about everything thats out there with regards to mobile phone projects : netzwissenscahft+ induce

I ll begin with tagging style games, or better written, playful experiences. Then i ll move further with performance(stand up), scavenger hunt, and adventure like games.

01_CityTag, developed by CNM, Bristol Center for New Media, 2004

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Making use of GPS technology, through special GPS- and WiFi-enabled iPaq PocketPCs, gameplay is pretty simple : There are two teams in this game, the Reds and the Greens. Each is trying to be the dominant colour, by tagging members of the opposite team. When a player has been tagged, they are trapped in the colour of the opposite team until one of their team mates sets them free. When a player comes close to a team member that has been tagged, they get the opportunity to ‘untag’, to free them. More…

02_Can You See Me Now?  Blast Theory, 2003

Similar to Cititag, but taking the gameplay a step further, Can You See Me Now? is a chase game played online and on the streets.  Players are dropped at random locations into a virtual map of the docklands area of Dublin. Tracked by satellites, Blast Theory’s runners appear online next to your player. The runners use handheld computers showing the positions of online players to guide them in the chase. Use your arrow keys to flee down the virtual streets, send messages and exchange tactics with other online players. An audio stream from Blast Theory’s walkie talkies lets you eavesdrop on your pursuers: getting lost and out of breath on the real streets.  If a runner gets within 5 metres of you, a sighting photo is taken and your game is over. More..

03_Targot, Severin Raeber and Claude Zumbrunnen, University of Applied Sciences Aargau,Germany

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Even though I m not yet very sure of how this is actually played, the puzzle element is something that makes Targot different and reminds me of Myst, or something similar to that anyway. So, Targot is a multi-player game, an urban-puzzle which is played with mobile phones in public space. The goal of the game is to let explode three targots by the placement of modules in form of stickers.

Targots, consist of three puzzle elements, shaped accordingly. The fuse, charge and shell module. To start, you have to select a playground. A playground can be a city, once there are five players logged in for the same city, then the game can begin.

Each player is randomly given three modules by the beginning of the game. For the registered player his/her modules are visible in the player zone in the game-portal. They are also sent to the player as a code via sms. A player placed a first targot-module within the playground and activates it with an sms-message to the game portal. It does not matter which module is used first. However, for each place there is only one targot. All players are informed by an sms-message about the location and time of the targot placement. In case they have matching modules, they need to respond as quickly as possible. They either extend the targot by a matching module or prevent its completion by a fitting blocker-module. Again they send an sms to the game portal and by doing this inform their peer players. A targot detonates whenever the third module is placed and confirmed. The successful construction of a targot brings each player another three new modules. By the prevention of a targot, the player receives a new one for each blocked module.More…

 

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