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Can pervasive games encourage
engagement with important
locations?
Dr Brett Wilkinson
Presenting the work of:
Mr Patrick Armstrong and Dr Brett Wilkinson
Video Game Players
• The idea that video games are for children
is incorrect
• Over the last decade:
– Gamer average age is 32
– Evenly split between male and female

• Extensively investigated as motivational
tools in education
• New types of game style for new
generation of mobile, location aware
devices like smart phones and tablets
Pervasive Gaming
• Incorporate real world elements into the
game world
• Pervasive games feature:
– Persistent game play
– Quick short play periods rather than single
long sessions
– Use location services, augmented reality,
Improve lecture attendance
A focus on lecture attendance
• Lecture attendance has a direct positive impact
on student grades
• Absence dynamics can be divided into three
groups:
– High motivation: Injury, sickness, emergency’s
– Medium motivation: Conflict of priorities
– Low motivation: Non-essential, non-academic

• Over 60% of absences fall into low motivation
Experiment Aim
• Use the motivational benefits of games to
direct user movement
• Reward through game play for being at a
physical location within a specified window
• Conduct a preliminary investigation into
use persistent gaming concepts to achieve
this goal.
Pervasive Games
• Deeper involvement with the game world than
just using GPS location.
• Look to extend the game experience into the
physical environment
• Seek to incorporate
– Anywhere / Anytime idea. Short play sessions
over extended interaction
– Player location matters and is relevant
– Persistent gameplay that continues even when not
being directly controlled
– Connects and communicates game state changes
– Social gameplay aspects
Game Design
• Resource collection
and Virtual pet
management.
• Resources planted in
the real world tracked
by GPS and
harvested after a
germination period to
feed pet.
• Game play area
focused on Flinders
University campus
• Augmented Reality
used to increase the
game world / real
world connection

Pet Interaction screen Resource
Management screen
Use of an Essential Location
• Gameplay is
unwinnable by itself
• Participants must,
without instruction,
utilize a large
resource node at an
essential location
• Failure to use the
essential location
makes pet survival
impossible
Essential Location: Lecture Theatre South 3
Results
• All participants were familiar with mobile
devices and nearly all played video games
regularly
• All participants found the game easy to play
and understand, suggesting game failure was
not due to misunderstanding
• Users raised issues with the empathic
relationship with the pet, 40% of users felt
limited connection with the virtual pet.
Results
• Users had three key issues with the game
style:
– Insufficient communication from pet
– Underdeveloped feedback cycle between pet
and player
– Lack of a social component

• All but two participants utilized the
essential location and kept their pet alive,
using varied movement patterns per user.
Results
• One pet death was the result of the player
rushing to the essential location and ignoring
other resources
• One participant failed to make use of the
essential location
• This manifested in the:
– Least amount of time played
– Lowest number of resources planted per minute,
before pet death, during gameplay

• This player also showed one of the two lowest
empathic relationships to the pet
Results – Possible Influences
• Movement logs
showed anomalous
movement possible
due to the
topography of
Flinders University
Flinders University topography looking
down from the essential location
Conclusions
• Results suggest pervasive game
techniques can be used to direct player
movement
• Suggested improvements by players in
line with pervasive game play ideals
Future Work
• Introduce fixed time frame resources to
accurately simulate lecture start times
• Additional effort to ensure empathic relationship
with virtual pet is effective and engaging
• Open ended testing.
• Remove topographical concerns as possible
influences

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Pervasive gaming as a way of directing players to geographical locations

  • 1. Can pervasive games encourage engagement with important locations? Dr Brett Wilkinson Presenting the work of: Mr Patrick Armstrong and Dr Brett Wilkinson
  • 2. Video Game Players • The idea that video games are for children is incorrect • Over the last decade: – Gamer average age is 32 – Evenly split between male and female • Extensively investigated as motivational tools in education • New types of game style for new generation of mobile, location aware devices like smart phones and tablets
  • 3. Pervasive Gaming • Incorporate real world elements into the game world • Pervasive games feature: – Persistent game play – Quick short play periods rather than single long sessions – Use location services, augmented reality,
  • 5. A focus on lecture attendance • Lecture attendance has a direct positive impact on student grades • Absence dynamics can be divided into three groups: – High motivation: Injury, sickness, emergency’s – Medium motivation: Conflict of priorities – Low motivation: Non-essential, non-academic • Over 60% of absences fall into low motivation
  • 6. Experiment Aim • Use the motivational benefits of games to direct user movement • Reward through game play for being at a physical location within a specified window • Conduct a preliminary investigation into use persistent gaming concepts to achieve this goal.
  • 7. Pervasive Games • Deeper involvement with the game world than just using GPS location. • Look to extend the game experience into the physical environment • Seek to incorporate – Anywhere / Anytime idea. Short play sessions over extended interaction – Player location matters and is relevant – Persistent gameplay that continues even when not being directly controlled – Connects and communicates game state changes – Social gameplay aspects
  • 8. Game Design • Resource collection and Virtual pet management. • Resources planted in the real world tracked by GPS and harvested after a germination period to feed pet. • Game play area focused on Flinders University campus • Augmented Reality used to increase the game world / real world connection Pet Interaction screen Resource Management screen
  • 9. Use of an Essential Location • Gameplay is unwinnable by itself • Participants must, without instruction, utilize a large resource node at an essential location • Failure to use the essential location makes pet survival impossible Essential Location: Lecture Theatre South 3
  • 10. Results • All participants were familiar with mobile devices and nearly all played video games regularly • All participants found the game easy to play and understand, suggesting game failure was not due to misunderstanding • Users raised issues with the empathic relationship with the pet, 40% of users felt limited connection with the virtual pet.
  • 11. Results • Users had three key issues with the game style: – Insufficient communication from pet – Underdeveloped feedback cycle between pet and player – Lack of a social component • All but two participants utilized the essential location and kept their pet alive, using varied movement patterns per user.
  • 12. Results • One pet death was the result of the player rushing to the essential location and ignoring other resources • One participant failed to make use of the essential location • This manifested in the: – Least amount of time played – Lowest number of resources planted per minute, before pet death, during gameplay • This player also showed one of the two lowest empathic relationships to the pet
  • 13. Results – Possible Influences • Movement logs showed anomalous movement possible due to the topography of Flinders University Flinders University topography looking down from the essential location
  • 14. Conclusions • Results suggest pervasive game techniques can be used to direct player movement • Suggested improvements by players in line with pervasive game play ideals
  • 15. Future Work • Introduce fixed time frame resources to accurately simulate lecture start times • Additional effort to ensure empathic relationship with virtual pet is effective and engaging • Open ended testing. • Remove topographical concerns as possible influences