Modelling Experimental Game Design


Holopainen Jussi Nummenmaa Timo Kuittinen Jussi
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players

This paper uses two models of design, Stolterman’s and Löwgren’s three abstraction levels and Lawson’s model of designing, from the general design research to describe the game design process of an experimental pervasive mobile phone game. The game was designed to be deployed at a big science fiction convention for two days and was part of a research through design project where the focus was to understand which core mechanics could work for pervasive mobile phone games. The design process was, as is usual for experimental designs, very iterative. Data were gathered during the design process as entries in a design diary, notes from playtesting and bodystorming sessions, user interface sketches, and a series of software prototypes. The two complementary models of design were used to analyse the design process and the result is that the models give a good overview to an experimental game design process and reveal activities, design situations, and design choices which could have otherwise been lost in the analysis.

 

Breaking Reality: Exploring Pervasive Cheating in Foursquare


Glas René
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper explores the notion of cheating in location-based mobile applications. Using the popular smartphone app Foursquare as main case study, I address the question if and how devious practices impact the boundaries between play and reality as a negotiated space of interaction. After establishing Foursquare as a prime example of the gamification phenomenon and pervasive gaming, both of which require us to rethink notions of game and play, I will argue that cheating in location-based mobile applications challenges not just the boundaries of play, but also of playful identity.

 

Persuasive design of a mobile energy conservation game with direct feedback and social cues


Bang Magnus Svahn Mattias Gustafsson Anton
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that provides real-time electricity measurements and feedback when the user switches on and off devices in the home. The game was developed based on persuasive principles to provide an engaging means to learn about energy with positive and negative feedback and social feedback from peers on real energy actions in the home. We present the design and rationale of this game and discuss how pervasive games can be viewed from a persuasive and learning point of view.