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24th August 2016 | TU Darmstadt | Faculty of Human Sciences | Media Education | Petra Grell & Franco Rau
Petra Grell & Franco Rau
Ingress In Adult Life – How an Augmented
Reality Social Game Broadens the Perspective.
ECER 2016, Network 6
06 SES 09, Video Games and Mobile Games
1
2
3
The Game & Current State of Research
Research Design
Findings & Discussion
2
The Game Ingress
Logo of Ingress (by Niantic
ingress.com)
3
Genre
Location based augmented reality game,
massively multiplayer online game
pervasive game,
Device Smartphone or Tablet
Release
Nov. 2012 (closed beta), Dec. 2013 (Android),
July 2014 (iOS)
Developer Niantic/Google
Downloads 10.000.000-50.000.000 (Google Playstore, August 2016)
The Game Ingress
Story: Scientists discover, that earth had been
seeded with alien “Exotic Matter” (XM). Opinions
differ: Is it a threat or does it enhance humanity?
Goal: The aim is to control the worldwide existing XM
for the own faction: “Enlightened” or
“Resistance”. Therefore it is necessary to capture
"portals" (places of cultural significance) and to
link them in order to create triangular "control
fields" over geographic areas.
Gameplay: Location-based interaction only. You
physically have to walk around to play the game.
Moreover collaboration is a key factor, e.g. a high-
level portal demands items of 8 different players.
4
The Game Ingress
Gameplay: Individuals and groups
are walking/traveling around,
using their mobile device to scan
the environment and interact with
portals.
Strategy: Online tools (e.g. maps,
stats) can help to plan game
activities
Communication: chat-interface
(in-game), mostly other group
channels (e.g. hangouts)
Communities: Self-organised local,
regional and worldwide groups
(invisible to non-members)
5
Current State of Research
6
Focus of articles/Focus of inquiry Authors
General
perspective,
Viewpoints
Presentation/Description of Ingress as an
augmented reality game
Hodson (2012); Stingeder
(2013)
Game Studies
Storytelling and narrative of Ingress /
game characteristics
Chess (2014); Majorek, M. &
Du Vall, M. (2015)
Applied Computer
science
Analysis of specific applications or design
principles*
Kasapakis & Gavalas (2015);
Manwaring & Clarke (2015);
Reinhardt & Heinig (2016)
Social Science
Social Online Gaming, game related ties
and friendship**
Domahidi, Festl & Quandt
(2014)
* Ingress as an example
** Ingress mentioned within the outlook
7
2 Research Design
Basic Assumptions
•  New (technology supported) mediatised
structures
•  … can create/evoke new ways of social interactions
with other people
•  … can influence the way to look at/consider things/
ideas in the world
8
Research Questions
1.  In which way is playing Ingress meaningful or
significant for adults?
2.  In which way does playing Ingress transform
players’ perspective on public space?
•  Focus of this presentation:
What kind of meaningful interaction with others,
mediated through the game, do players describe/
reflect?
9
Research Design & Methods
10
Ethnographic experience
(March – Nov. 2015)
Interview study
(started in January 2016)
Interface analysis
(started in June 2016)
•  Data collection: Episodic Interviews (Flick, 2000)
•  12 players: 5 female, 7 male
•  age: 20 – mid 40
•  Jan. 11th – Mar. 4th, 2016
•  Analysis: Grounded Theory based coding (Glaser & Strauss, 1967)
Methods – Interview
1.  Interest & becoming a part / getting into it
•  e.g. Could you share your experiences in the beginning
of playing?
2.  Me-Game-Other
•  e.g.: Have you had some special/thrilling experiences
with Ingress or Ingress players?
3.  Me-Game-Public Space
•  e.g.: Do the real-world-objects, that are portals, mean
something to you?
4.  Resume/In a nutshell
•  What is the most important thing, in just a few words?
11
12
3 Findings & Discussion
1. Description of meaningful interactions
•  e.g.: Episodes of social interaction; attitudes towards
social interaction; appraisal of interactions
2. Description of transitions or transformations
•  e.g.: Change of interest; novice – expert
transformation
1. Meaningful Interaction:
“Encounter/Recognition”
13
“It’s me!” – A pleasant experience of getting noticed, being addressed,
being recognised, as a player or as an individual
“and then actually somebody asked: ‘Wait, is that you? Weren’t you the one who
cycled at night in [remote area]?’ (…) that is the reason why this was such a
highlight. In a way it leaves a deep impression because it comes up again.” (#2,
130-132)
“It was nice how they all extended a warm welcome to me.” (#3, 59)
“they seriously wanted me to change to the [other faction] (…) and they do not leave
you out in the rain. A lot of people were involved” (#12, 106)
“Others” – A pleasant / fascinating experience to get to know people
easily, like-minded people and people beyond expectations
“playing virtual games, usually you won’t get to know most of the others personally. But
now you are playing a game, in which it is effectively inevitable to be face-to-
face to other players. That is fascinating.” (#8, 19)
“you are meeting other crazy people, who are as crazy as you are and you meet them
at 8 p.m. to go out to play” (#2, 255)
“I have played with very young kids and with very old people and this is - I believe -
something truly special. To me it is awesome. Simply this enormous variety.” (#4, 47)
1. Meaningful Interaction:
“Getting to know people”
14
“Players becoming friends” – Playing Ingress led to the development
of friendships
“Significant element in existing relationships” – Playing became a
nucleus of crystallisation in partnerships
15
2. Process:
Transformation of friends and relationship
“[…] and in no time at all I made new friends” (#6, 21)
“And based on that [community building] we became real friends, out of being totally
strangers” (#10, 13)
“The game reinforced our relationship. (…) Finding a hobby in which we are both
engaged in was definitely good for our relationship.” (#8, 19)
“[…] we do have a babysitter once a week, in order to play Ingress together” (#1, 40)
“Joint Activities with and beyond Ingress” – Activities start within
Ingress and evolve
16
2. Process:
Transformation of friendships and activities
„we [2 Ingress players] were walking through [location / neighbourhood] and in the
end we are five people hanging out in a pub drinking [local wine]. That moment
was quite impressive for me.” (#5, 23)
„and then we decided to do a weekend trip to [location at the sea] and do Unique-
Captures. I enjoyed this possibility to go on vacation together” (#12, 77)
„now we have a group of players having board game nights, Ingress players and
former Ingress players, actually many who stopped playing Ingress, but who are
still involved in game nights“ (#2, 35)
Discussion & Outlook:
Enrichment of social life “Me and we”
17
“the social aspect is important to me. (…) as a way to meet new people. Now I do have
a circle of friends, I don't need to play Ingress anymore. I think we could stay in
touch without playing.” (#12, 62)
“a quarter of my social life is based on Ingress.” (#8, 23)
“if you reflect yourself, at night, 1 a.m., I am on a stroll, with completely strange men,
the only female, and at home husband and child (…) that’s funny, beyond role
expectations” (#1, 78)
Using the game as a (temporary or constant) opportunity to
enrich social life
Using the game to be a bit nerdy
Petra Grell
@PGrell (Twitter)
http://de.slideshare.net/Pgrell
p.grell@apaed.tu-darmstadt.de
18
Thank you!
Water Fountain, Darmstadt CC-by-nc-sa Grell & Rau Aug. 12, 2016
Franco Rau
@FrancoRau (Twitter)
http://de.slideshare.net/FrancoRau/
f.rau@apaed.tu-darmstadt.de
References
Chess, Shira (2014): Augmented Regionalism: Ingress as Geomediated Gaming Narrative. In: Information,
Communication & Society. Volume 17, Issue 9, p. 1105-1117.
Domahidi, Emese ; Festl, Ruth & Quandt, Thorsten (2014): To dwell among gamers: Investigating the relationship
between social online game use and gaming-related friendships. In: Computers in Human Behavior 35 (2014) pp.
107–115.
Flick, U. (2000). Episodic Interviewing. In: M.W. Bauer & G. Gaskell (Eds.), Qualitative Researching with Text, Image
and Sound (pp. 75-92). London: Sage.
Glaser, B. & Strauss, A.(1967): The Discovery of Grounded Theory: Strategies for Qualitative Research. Chicago:
Aldine
Hodson H. (2012): Google's Ingress game is a gold mine for augmented reality, New Scientist, Vol. 216. 19. http://
dx.doi.org/10.1016/S0262-4079(12)63058-9
Kasapakis, V. & Gavalas, D. (2015): Pervasive Gaming: Status, Trends and Design Principles. Journal of Network and
Computer Applications. Vol. 55, pp. 213-236. http://dx.doi.org/10.1016/j.jnca.2015.05.009
Majorek, M. & Du Vall, M. (2015): Ingress: An Example of a New Dimension in Entertainment . In: Games and
Culture. 1-23. DOI: 10.1177/1555412015575833
Manwaring, K. & Clarke R. (2015): Surfing the third wave of computing: A framework for research into eObjects. In:
Computer Law & Security Review, Vol. 31, pp. 586-603. http://dx.doi.org/10.1016/j.clsr.2015.07.001.
Reinhardt, D. & Heinig, C. (2016): Survey-based exploration of attitudes to participatory sensing task in location-
based gaming communities. In: Pervasive and Mobile Computing. 27-36. http://dx.doi.org/10.1016/j.pmcj.
2016.01.001
Stingeder, K.H. (2013): Googles Augmented-Reality-Game "Ingress". In: Medienimpulse, 4/2013. http://
www.medienimpulse.at/articles/view/600
19

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Grell & Rau - Ingress In Adult Life - ECER2016

  • 1. 24th August 2016 | TU Darmstadt | Faculty of Human Sciences | Media Education | Petra Grell & Franco Rau Petra Grell & Franco Rau Ingress In Adult Life – How an Augmented Reality Social Game Broadens the Perspective. ECER 2016, Network 6 06 SES 09, Video Games and Mobile Games
  • 2. 1 2 3 The Game & Current State of Research Research Design Findings & Discussion 2
  • 3. The Game Ingress Logo of Ingress (by Niantic ingress.com) 3 Genre Location based augmented reality game, massively multiplayer online game pervasive game, Device Smartphone or Tablet Release Nov. 2012 (closed beta), Dec. 2013 (Android), July 2014 (iOS) Developer Niantic/Google Downloads 10.000.000-50.000.000 (Google Playstore, August 2016)
  • 4. The Game Ingress Story: Scientists discover, that earth had been seeded with alien “Exotic Matter” (XM). Opinions differ: Is it a threat or does it enhance humanity? Goal: The aim is to control the worldwide existing XM for the own faction: “Enlightened” or “Resistance”. Therefore it is necessary to capture "portals" (places of cultural significance) and to link them in order to create triangular "control fields" over geographic areas. Gameplay: Location-based interaction only. You physically have to walk around to play the game. Moreover collaboration is a key factor, e.g. a high- level portal demands items of 8 different players. 4
  • 5. The Game Ingress Gameplay: Individuals and groups are walking/traveling around, using their mobile device to scan the environment and interact with portals. Strategy: Online tools (e.g. maps, stats) can help to plan game activities Communication: chat-interface (in-game), mostly other group channels (e.g. hangouts) Communities: Self-organised local, regional and worldwide groups (invisible to non-members) 5
  • 6. Current State of Research 6 Focus of articles/Focus of inquiry Authors General perspective, Viewpoints Presentation/Description of Ingress as an augmented reality game Hodson (2012); Stingeder (2013) Game Studies Storytelling and narrative of Ingress / game characteristics Chess (2014); Majorek, M. & Du Vall, M. (2015) Applied Computer science Analysis of specific applications or design principles* Kasapakis & Gavalas (2015); Manwaring & Clarke (2015); Reinhardt & Heinig (2016) Social Science Social Online Gaming, game related ties and friendship** Domahidi, Festl & Quandt (2014) * Ingress as an example ** Ingress mentioned within the outlook
  • 8. Basic Assumptions •  New (technology supported) mediatised structures •  … can create/evoke new ways of social interactions with other people •  … can influence the way to look at/consider things/ ideas in the world 8
  • 9. Research Questions 1.  In which way is playing Ingress meaningful or significant for adults? 2.  In which way does playing Ingress transform players’ perspective on public space? •  Focus of this presentation: What kind of meaningful interaction with others, mediated through the game, do players describe/ reflect? 9
  • 10. Research Design & Methods 10 Ethnographic experience (March – Nov. 2015) Interview study (started in January 2016) Interface analysis (started in June 2016) •  Data collection: Episodic Interviews (Flick, 2000) •  12 players: 5 female, 7 male •  age: 20 – mid 40 •  Jan. 11th – Mar. 4th, 2016 •  Analysis: Grounded Theory based coding (Glaser & Strauss, 1967)
  • 11. Methods – Interview 1.  Interest & becoming a part / getting into it •  e.g. Could you share your experiences in the beginning of playing? 2.  Me-Game-Other •  e.g.: Have you had some special/thrilling experiences with Ingress or Ingress players? 3.  Me-Game-Public Space •  e.g.: Do the real-world-objects, that are portals, mean something to you? 4.  Resume/In a nutshell •  What is the most important thing, in just a few words? 11
  • 12. 12 3 Findings & Discussion 1. Description of meaningful interactions •  e.g.: Episodes of social interaction; attitudes towards social interaction; appraisal of interactions 2. Description of transitions or transformations •  e.g.: Change of interest; novice – expert transformation
  • 13. 1. Meaningful Interaction: “Encounter/Recognition” 13 “It’s me!” – A pleasant experience of getting noticed, being addressed, being recognised, as a player or as an individual “and then actually somebody asked: ‘Wait, is that you? Weren’t you the one who cycled at night in [remote area]?’ (…) that is the reason why this was such a highlight. In a way it leaves a deep impression because it comes up again.” (#2, 130-132) “It was nice how they all extended a warm welcome to me.” (#3, 59) “they seriously wanted me to change to the [other faction] (…) and they do not leave you out in the rain. A lot of people were involved” (#12, 106)
  • 14. “Others” – A pleasant / fascinating experience to get to know people easily, like-minded people and people beyond expectations “playing virtual games, usually you won’t get to know most of the others personally. But now you are playing a game, in which it is effectively inevitable to be face-to- face to other players. That is fascinating.” (#8, 19) “you are meeting other crazy people, who are as crazy as you are and you meet them at 8 p.m. to go out to play” (#2, 255) “I have played with very young kids and with very old people and this is - I believe - something truly special. To me it is awesome. Simply this enormous variety.” (#4, 47) 1. Meaningful Interaction: “Getting to know people” 14
  • 15. “Players becoming friends” – Playing Ingress led to the development of friendships “Significant element in existing relationships” – Playing became a nucleus of crystallisation in partnerships 15 2. Process: Transformation of friends and relationship “[…] and in no time at all I made new friends” (#6, 21) “And based on that [community building] we became real friends, out of being totally strangers” (#10, 13) “The game reinforced our relationship. (…) Finding a hobby in which we are both engaged in was definitely good for our relationship.” (#8, 19) “[…] we do have a babysitter once a week, in order to play Ingress together” (#1, 40)
  • 16. “Joint Activities with and beyond Ingress” – Activities start within Ingress and evolve 16 2. Process: Transformation of friendships and activities „we [2 Ingress players] were walking through [location / neighbourhood] and in the end we are five people hanging out in a pub drinking [local wine]. That moment was quite impressive for me.” (#5, 23) „and then we decided to do a weekend trip to [location at the sea] and do Unique- Captures. I enjoyed this possibility to go on vacation together” (#12, 77) „now we have a group of players having board game nights, Ingress players and former Ingress players, actually many who stopped playing Ingress, but who are still involved in game nights“ (#2, 35)
  • 17. Discussion & Outlook: Enrichment of social life “Me and we” 17 “the social aspect is important to me. (…) as a way to meet new people. Now I do have a circle of friends, I don't need to play Ingress anymore. I think we could stay in touch without playing.” (#12, 62) “a quarter of my social life is based on Ingress.” (#8, 23) “if you reflect yourself, at night, 1 a.m., I am on a stroll, with completely strange men, the only female, and at home husband and child (…) that’s funny, beyond role expectations” (#1, 78) Using the game as a (temporary or constant) opportunity to enrich social life Using the game to be a bit nerdy
  • 18. Petra Grell @PGrell (Twitter) http://de.slideshare.net/Pgrell p.grell@apaed.tu-darmstadt.de 18 Thank you! Water Fountain, Darmstadt CC-by-nc-sa Grell & Rau Aug. 12, 2016 Franco Rau @FrancoRau (Twitter) http://de.slideshare.net/FrancoRau/ f.rau@apaed.tu-darmstadt.de
  • 19. References Chess, Shira (2014): Augmented Regionalism: Ingress as Geomediated Gaming Narrative. In: Information, Communication & Society. Volume 17, Issue 9, p. 1105-1117. Domahidi, Emese ; Festl, Ruth & Quandt, Thorsten (2014): To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. In: Computers in Human Behavior 35 (2014) pp. 107–115. Flick, U. (2000). Episodic Interviewing. In: M.W. Bauer & G. Gaskell (Eds.), Qualitative Researching with Text, Image and Sound (pp. 75-92). London: Sage. Glaser, B. & Strauss, A.(1967): The Discovery of Grounded Theory: Strategies for Qualitative Research. Chicago: Aldine Hodson H. (2012): Google's Ingress game is a gold mine for augmented reality, New Scientist, Vol. 216. 19. http:// dx.doi.org/10.1016/S0262-4079(12)63058-9 Kasapakis, V. & Gavalas, D. (2015): Pervasive Gaming: Status, Trends and Design Principles. Journal of Network and Computer Applications. Vol. 55, pp. 213-236. http://dx.doi.org/10.1016/j.jnca.2015.05.009 Majorek, M. & Du Vall, M. (2015): Ingress: An Example of a New Dimension in Entertainment . In: Games and Culture. 1-23. DOI: 10.1177/1555412015575833 Manwaring, K. & Clarke R. (2015): Surfing the third wave of computing: A framework for research into eObjects. In: Computer Law & Security Review, Vol. 31, pp. 586-603. http://dx.doi.org/10.1016/j.clsr.2015.07.001. Reinhardt, D. & Heinig, C. (2016): Survey-based exploration of attitudes to participatory sensing task in location- based gaming communities. In: Pervasive and Mobile Computing. 27-36. http://dx.doi.org/10.1016/j.pmcj. 2016.01.001 Stingeder, K.H. (2013): Googles Augmented-Reality-Game "Ingress". In: Medienimpulse, 4/2013. http:// www.medienimpulse.at/articles/view/600 19