
Issue 8 - Gaming Networks
Pervasive Gaming: Formats, Rules and Space
Bo Kampmann Walther - University of Southern Denmark
Introduction
Computer games that move beyond the static screen and into the
real, social and tangible world, as well as those that rely on massive
networked, virtual spaces are becoming increasingly wide-spread
In Human PacMan the player collects virtual bits of cheese
in a real, physical space (see Figure 1). Dance Dance Revolution
Ultramix (2005) is a home version of the popular arcade game,
in which the players follow dance instructions on the screen with
their feet on touch-sensitive tiles. Breakout for Two (Mueller,
Agamanolis and Picard, 2002) is a physical interface the size of
a large wall that allows two players to play a soccer-like game
together, communicating via a body-size videoconference. Both players
are kicking a real ball, targeting virtual bricks, similar to the
old arcade game Breakout, and aiming to break out to the
other side, i.e., to the other player (Mueller, Walther et al.,
2005). Recent massively multi-player online games, or 'synthetic
worlds' as they have been called (Castronova, 2005; Liboriussen,
in press), such as World of Warcraft, Second Life,
and EverQuest, join hundreds of thousands of users in shared
quests, mystery solving, and guilding. These games even have their
own currencies and real estate markets. Massively multiplayer online
games are not pervasive in the sense that they offer an exertion
interface or allow the user to play in a physical, real world; and
yet they obviously exceed the traditional confines of level-oriented
game design. Interestingly enough, contemporary best-selling computer
games like The Sims and Grand Theft Auto 3 clearly
blur the difference between 'gaming' in a closed, rule-based environment
(the "board") and 'playing" in a much more open,
story-driven universe (the "game world").
It is characteristic for these new pervasive games that they expand
the gaming space, obscuring the demarcations between the real and
the virtual. They also raise questions about the notion of time
in games. World of Warcraft (WoW) never rests.
WoW is a persistent-world game. One may pause the game,
yet still it continues 'off-screen' due to events happening on the
servers, or due to other players' interventions in the game world.
Whether or not pervasive gaming (PG) is a sign of the next key shift
in computer game business and culture is hard to judge. There seems,
however, to be a real need to elucidate the theoretical and analytical
impacts of pervasive gaming (see also Walther, 2005a; 2005b).
Pervasive Computing
The term 'pervasive computing' is IBM's re-phrasing of Xerox's
expression 'ubiquitous computing'. Literally, 'pervasive' means
'totally penetrating'. The word is derived from the Latin pervasus,
the past participle of pervadere ('to go through, pass
through, or pervade'). If something is 'pervasive' it means that
it is spread throughout our physical environment. In the age of
information technology, not only are computers (and the like) everywhere,
all the time; we also have access to digital information and networks
from almost any location we choose. Wireless technology and the
Internet are steps towards increased, seamless communication and
the convergence of advanced electronic media. However, this kind
of ubiquitous access is largely confined to urban areas. Pervasive
computing devices can be embedded in almost any type of object imaginable,
including cars, refrigerators, heating systems, clothing, and appliances,
not to mention various consumer goods. Pervasive computing technologies
connect to worldwide networks without boundaries and provide quick
and secure access to a wealth of information and services (Hansmann
et al., 2001). In a few years from now, computational devices will
have become so naturalised within the environment that it is likely
that people will not even realise that they are using computers.
Examples of pervasive computing hardware include mobile phones and
smart phones, personal digital assistants (PDAs), digital cameras,
web cams, interactive whiteboards, interactive TV, laptops, and
tablet PCs. On the software side, one could mention groupware systems
(a subset of 'social software'), simulation software, business intelligence
systems, SRS (Social Recommender Systems), Instant Messaging, peer-to-peer
file-sharing systems, level editors, and much more. When it comes
to traditional computer games (Half-Life, Quake,
Doom, etc.) it should be noted, however, that while there
are a few third-party level editors that are open source, the bulk
of software is protected by a proprietary licence.

Fig. 1. Human PacMan
Two essential characteristics of the pervasive computing evolution
that relate strongly to pervasive games stand out:
(1) the explicitness of computational tasks; and
(2) the overall importance of physical space.
The former implies that actions are carried out in ways that transcend
the traditional Graphical User Interface (GUI) . Mobile devices
and many forms of wearable or embedded computing shifts our attention
from metaphorical data manipulation to simulated, hands-on, and
direct interactions with physical objects. This aspect interweaves
with the second aspect of pervasive computing, namely, that objects
obeying the laws of physics are responsive to digital manipulation,
and thus take on a double meaning: they are objects in the outside
(nongame) world, yet they can also simultaneously be objects within
a simulated world.
A growing number of games already run on mobile devices such as
cellular phones or PDAs, but only a few of these devices can sense
their physical environment. Massively Multi-Player Online Role-Playing
Games (MMORPGs) such as Everquest and The Matrix Online,
clearly aim at being pervasive in the sense of incorporating a wide
spectrum of information and communication technologies. However,
they do not fully exploit the potential of combining physical and
virtual space.
In addition, we witness a growth in the design of game systems
that use ubiquitous computing techniques to propel forward player
experiences that connect objects within the real world with objects
of the virtual world. SuperFly, by the Swedish game company
It's Alive Mobile is a good example. The player's aim is to become
a virtual celebrity The projects Can You See Me Now? and
Uncle Roy All Around You, both created by the UK performance
group Blast Theory, use hand-held, digital devices, GPS location
tracking, and online agent technology in an attempt to use location
and mobility as game features from within the real world (Figure
2). While one player stays at home and moves a virtual character
around a representation of a real city, other players speed around
the real streets, trying to hunt down the virtual quarry. These
systems do not, however, integrate the production and technological
amalgamation of robotics and cybernetics (also called adaptronics),
artificial life, and complex adaptive systems in the game design
as well as in the game design process.
Similarly, the preponderance of hardware and software currently
made for the game market is restricted to the field of graphics,
game and AI engines, 3D rendering techniques, and real-time motion
control, all of which relate more or less to either output interfaces
(visual presentation of game worlds) or game mechanics, i.e., any
part of the game's rule system that covers possible modes of interaction
during gameplay. In order to increase attention paid to game machinery,
beyond the static mode of immobile users and/or stagnant, screen-based
interfaces, it is vital to observe the interactions between humans
and computers and the mediation of human communication by computers
through naturally established interfaces which are, in turn, supported
by technology built into our surroundings, or aimed at the mobile
user.

Fig. 2. Uncle Roy All Around
You
Blast Theory, http://www.uncleroyallaroundyou.co.uk
Pervasive Gaming Formats
I define 'pervasive gaming' as an over-arching concept or activity
subsuming the following game formats and technologies (Lindley,
2004):
-
A mobile game is a game using portable technology
that takes changes in relative or absolute position/location
of the player into account in the game rules. Although this
general definition also applies to, say, chess, it still excludes
games for which mobile devices simply offer a delivery channel
where key features of mobility are not relevant to the game
mechanics. Hence, one could distinguish between mobile interfaced
games and mobile embedded games.
-
A location-based game e is a game that includes relative
or absolute but static position/location in the game rules.
-
A ubiquitous game uses the computational and communications
infrastructure embedded within our everyday lives.
-
Virtual reality games are games generated by computer
systems with the goal of constructing wholly autonomous and
completely immersive game worlds.
-
Augmented reality games and mixed reality games
seek to integrate virtual and physical elements within
a perceptual game world.
-
Adaptronic games are games consisting of applications
and information systems that simulate life processes observed
in nature. These games are embedded, flexible, and usually made
up of 'tangible bits' that oscillate between virtual and real
space.
Following this I will propose a general definition of pervasive
gaming:
Pervasive gaming implies the construction and enacting of augmented
and/or embedded game worlds that reside on the threshold between
tangible and immaterial space, which may further include adaptronics,
wearable, mobile, or embedded software/hardware in order to facilitate
a 'natural' environment for gameplay that ensures the explicitness
of computational procedures in a post-screen setting.
However, 'pervasive gaming' tends to be used as a buzzword. Some
may typify massively multiplayer online games as authentically pervasive
games, while others argue that only games that are (at least partly)
played out in the real physical and tangible world, i.e., games
which use both virtual and augmented reality computing techniques,
count as truly pervasive games. How, then, is a pervasive game not
a mixed reality or augmented reality game?
One answer to this is conceptual, the other technical. It is, indeed,
difficult to distinguish precisely between various open-ended or
augmented games and truly pervasive games since a main feature of
all types (or genres) is systems that holds a constant invitation
to transgress boundaries between fiction/reality, physical/virtual,
quantifiable/fuzzy, etc. (Brynskov and Ludvigsen, 2006). If we use
a more technical approach to differentiate between pervasive games
and augmented/mixed reality games, we could suggest that while the
latter games are often facilitated by technologies not necessarily
embedded in the physical world, pervasive games most often
include calibration or other forms of locality based measurements
(GPS, signal triangulation, etc.). This means, essentially, that
the role of physicality as well as the role of physical bodily movement
is predominant in pervasive games, not only in the actual play,
which involves the mobile user, but also in the design of pervasive
game worlds and the technology that supports such worlds.
Further, we need to separate time, space, and
presence (or immersion):
-
Computer games can be pervasive in the sense that they belong
to a set of persistent games. The game is always on. However,
the user may log in and out of the game (and the game world).
EverQuest, Guild, Ultima Online or
other Persistent World-Games are good examples.
-
The pervasiveness factor also implies that the physical and/or
virtual play space has been expanded. We must distinguish between
Alternative Reality Games that use a wealth of media artefacts
and singular technologies (computer, fax machine, snail-mail,
PDA, etc.) and games that merge physical and virtual space through
other means, e.g., augmented and mixed reality technology. Examples
of the latter include games designed in the Mixed Reality Lab
in Singapore. [1] Also,
a research and design group from University of Glasgow has developed
Seamful Game: Equator [2]
in which the search for wifi areas in the
city – usually considered to be an activity outside of
the boundaries of the game – is part of the gameplay itself.
The lack of informational infrastructure, which is normally
concealed and unexplained, is thus entirely present as an in-game
feature allowing users to explore and understand it. In any
case, pervasive gaming relies on more than just the standard
input-output devices (screen, mouse, controller, keyboard, etc.)
by incorporating wireless technology, head mounted displays,
tracking and positioning systems, etc. into the gameplay.
-
Finally, 'pervasive' might refer to the (psychological) fact
that many games have an immersive quality, sometimes referred
to as 'flow'. Thus, the line separating playing in a real world
and participating as a character in a fictional and virtual
game world is, in some instances, blurred.
Inside The Pg Toolbox
The Four PG Axes
In order to refine the broad spectrum of the general definition
above, we will zero in on four axes – or, rather, zones in
a coordinate environment – that together mark what I call
the possibility space of pervasive gaming. The four axes can be
illustrated thus:

Fig. 3. The four PG axes
-
Distribution. Pervasive computing is situated at the
junction of information technologies and a networked digital
environment that is always on, always available, and unobtrusive.
Pervasive computing devices are frequently mobile or embedded
in the environment and linked to an increasingly ubiquitous
network infrastructure composed of a wired core and wireless
edges. This combination of embedded computing, dynamic networking,
and discrete information-sharing clearly affects and strengthens
the distribution paradigm of IT.
-
Mobility. New challenges for pervasive computing also
include mobility, i.e., computing mobility, network mobility,
user mobility, and context-aware (smart) and cross-platform
services. Of particular interest to PG is the growth of mobile
3G technologies, and technology that allows bridging between
two or more Local Area Networks.
-
Persistence. The persistence factor touches upon the
notion of temporality. Persistence means total availability
all the time.
-
Transmediality challenges the traditional model of
the relations between sender, message, and receiver, as it emphasises
the active role of the user. Patterns of media consumption have
been profoundly altered by a succession of new media technologies
which enable anybody with internet access to participate in
the archiving, annotation, appropriation, transformation, and
recirculation of media content (Jenkins, 2003). Transmediality
works as unacknowledged support for bits and pieces of media
material to create an aura of user-oriented amusement. It further
indicates that, currently, no medium can be defined as a self-sufficient
application that is based on partial groupings. On the contrary,
the dispersal of multiple media spread out over large-scale
networks and accessible through a range of devices is a good
illustration of how media commune in circular, not linear, forms.
This means both the repurposing of content in an intertextual
web and the actual structure of media and their interrelations.
These media carry information, entertainment, games, role-play,
and characters in a non-stop circuit of jointly coupled citations
and codes of utilization that can be promptly attuned and functionally
altered. [3]
The PG Possibility Space
Combining distribution, mobility, persistence, and transmediality
we enter what could be called the PG possibility space. This space
has the potential as a locale for developing, consuming, and thinking
about gaming in the years to come. It is a space that deals in networking,
given its focus on nonlocality, nonmetric systems, and constant
accessibility. It is a space that celebrates the freedom of
device – games can be played on anything, and game devices
may trigger anything, anywhere, anytime. It might be worth pointing
out that what currently stands in the way of such convergence are
rigid intellectual property regimes, and that these are rather more
likely to become more pervasive in years to come. Further, it is
a space that favours nonclosure; although pervasive games
still cling to the law of goal-orientation (closure) to a certain
extent, they nevertheless open up new ways of collaborative world
building, as well as invite continuous structural expansion. Finally,
the PG possibility space embraces transmediality and circular
storytelling as the norm of mediated entertainment. Stories
produced and consumed in bits or fragments may very well be the
future standard of multi mediated narration.

Fig. 4. Four axes and the PG possibility
space: networking,
freedom of device, nonclosure, and circular storytelling.
The Three Key PG Units
In traditional computer games the player has a double role as
both observer of and an actor in the observed representation. Pervasive
gaming goes even further; in complicating the coupling of identity
and structure, as these games are projected directly into the player's
reality and constitutes a second world within the world. [4]
An important consequence of this structural
coupling is that real objects become pervasive. They are real due
to their tangible and physical qualities, and real in the sense
of information-embedded devices open for manipulation, cybernetic
control, and input and output feedback – i.e., they can be
played with.
Games can be divided into three key units that are, however, strongly
interlaced: (1) game rules; (2) game entities;
and (3) game mechanics. How can we characterise them? How
are they tested by the pervasiveness of pervasive games?
And how can they be used to describe pervasive games? In the subsequent
section I briefly list the basic characteristics of the three game
units followed by some reflections on the PG ontology and epistemology.
Game Rules - A number of definitions for game rules have
been suggested. In this context I will stick to Jesper Juul's generalised
model, in which there are six invariant parameters of game rules:
(1) Rules:games are rule-based.
(2) Variable, quantifiable outcomes: games have variable,
quantifiable outcomes.
(3) Values assigned to possible outcomes: the
different potential outcomes of the game are assigned different
values, some positive, some negative.
(4) Player effort: players must invest effort in order
to influence the outcome (i.e., games are challenging).
(5) Players attached to outcome: players are attached to
the outcomes of the game, in the sense that players will be winners
and happy if there is a positive outcome, and losers and unhappy
if there is a negative outcome.
(6) Negotiable consequences: The same game (set of rules)
can be played with or without real-life consequences (Juul, 2006).
It is evident that, with respect to pervasive gaming, some of these
rule parameters were altered. Let me narrow the changes down to
two issues:
(1) Take, for instance, the vital concept of a variable, quantifiable
outcome. To Juul, this means, among other things, that the outcome
of a game is designed to be beyond discussion, and that this is
an intrinsic token of game rules. This fits perfectly with practically
all computer games excluding 'sandbox games' like The Sims, MMOG's,
etc.. However, when moving the logic structure of the digital computer
into the tangible world, the quantifiability of a rule system seems
to shift into a more fuzzy type of interaction between constitutive
and regulative rules. In his book, The Construction of Social
Reality, Searle explains that social rules may be regulative
or constitutive (Searle, 1995). Regulative rules legalise
an activity, whereas constitutive rules may create the
possibility of an activity. Constitutive rules provide a structure
for institutional facts. In the context of explaining the (extended)
PG rule system, computation can be regarded as a conceptual framework
or underlying system of norms that, in turn, may constitute a possible
space for regulative behaviour. In pervasive gaming, constitutive
rules are hosted by the virtual domain while the regulative rules
spring from the social and physical domain. While the rules of a
game may explicitly forbid an acitivity that is perecly legal in
the real world, and vice versa, this further means that constitutive
rules belong to the set of quantifiable norms, while regulative
rules govern ad hoc player interaction with the game world.
Another way of distinguishing the computational rule logic from
the real-time interaction patterns of game-play is to differentiate
between global regulations (provided by the computer's
state machine) and local operatives (controlled by the
player's behaviour with the physical as well as information-embedded
game world; see Figure 5).
(2) Next, we should consider the term negotiable consequences.
In pervasive gaming, real-life consequences are exactly
what drive the play experience forward. The entire teleology of
game-play, in fact, rests on the outcomes that transpire and are
enacted on the physical arena. A game of chess might have severe
consequences if played out in real life, but since the movement
of pieces across a board merely represents physical structures,
it follows that the rules of chess apply to the discrete topology
of pieces and plane of play, and not the phenomenological experiences
that this topology may cause. In the domain of pervasive gaming,
it is precisely negotiability that signifies the toggling back and
forth between real-life consequences and discrete representations
that pushes gameplay forward. Thus, the PG tangibility consequence
brings out a level of uncertainty to the gaming phenomenology; this
uncertainty becomes part of the rule structure, i.e., it must be
inscribed in the computational representation. [5]
Game Entities - In line with the object-oriented programming
paradigm, I define a game entity as an abstract class of an
object that can be moved and drawn over a game map. There can
be an enormous number of entities in a game: inventory objects in
an adventure game; non-playing characters (NPCs) in a FPS (first-person
shooter) game; or a text message in a strategy game. Since a game
has many entities, the ways that they can interact increase geometrically.
Pervasive gaming further adds to the complexity of game entities.
A PG entity can take three forms: (a) a game object, i.e.,
any object that can be encountered, seen, or interacted with during
game-play; (b) the entity can be a human agent, since an
essential part of a pervasive game is to collaborate and engage
in conflict with flesh polygons; and finally (c) the entity may
simply be a physical object (see Figure 5).
Again, it is the negotiability or uncertainty principle that does
the trick. Pervasive game-play implies contingency handling,
e.g., addressing questions such as, are the passing people
on the street NPCs; is the elevator a token of the game's passage
from one level to the next, connected to a network of sensors, or
is it simply an element of the building's non-pervasive construction?
Game Mechanics - Lundgren and Björk define game mechanics
as simply any part of the rule system of a game that covers
one, and only one, possible kind of interaction that takes place
during the game, be it general or specific. A game may consist
of several mechanics and a mechanic may be a part of many games
(Lundgren et al., 2004).
Thus, we can generally define game mechanics as an input-output
engine. The task of this engine is to ensure a dynamic relation
between game state and player interference. Furthermore, the engine
is responsible for simulating a direct connection between the I/O
system of computational, discrete logic and the continuous flow
from initial to final state in a physical setting. In a certain
sense, then, game mechanics postulates a deep transport from the
laws of computation to the natural laws of physics. Note, however,
that the latter laws must be implemented in the algorithmic system
of the computer. [6]
In pervasive games, the process of simulation (which always includes
selection of the aspects of a real-world situation to be simulated)
takes place in real time.
In relation to PG, the following issues of game mechanics are specifically
noteworthy:
-
Physically embedded game mechanics. The frontrunner
in pervasive gaming, the Fraunhofer Institut für Angewandte
Informationstechnik (FIT), has designed NetAttack.
[7] The
game is presented as a new type of indoor/outdoor augmented
reality game that makes the actual physical environment an inherent
part of the game itself. The mechanics apply to the outdoor
environment where players equipped with backpacks full of technology
move around a predefined game field trying to collect items,
as well as applying to the indoor setting in which a player
sits in front of a desktop computer and supports the outdoor
player with valuable information. In order to control the information
flow that links physical and virtual space, the various components
communicate via events and a TCP/IP-based high-level protocol.
A central component guarantees consistency and allows the configuration
of the game. Before starting to play the game, the outdoor game
area must be modelled and the game levels configured. In other
words, modelling the game means embedding the necessary mechanics
into physical space.
-
Input-output engine with a dual purpose. Interaction
with tangible objects in PG implies, as noted above, a certain
level of fuzziness. Therefore, the input-output engine must
be constructed to provide a probability algorithm for the actual
interaction as part of the rules; however, the engine must also
dictate a global, discrete, and binary rule (state) to the interaction.
It is in this respect that PG mechanics could serve a dual purpose:
on the one hand maintaining and stimulating the contingency
of interactions with real-life objects; on the other hand, structuring
the controlled set of actions embedded in the state rules. Hence,
the input-output engine becomes a machine that frames both contingency
and necessity.
One of the most promising descriptions of games and dynamic complexity
are those by Holland (1998). Holland distinguishes among the following
descriptions and definitions:
-
The state of the game, i.e., the arrangement of pieces
on the board at any point in the play.
-
The state space of a game, meaning a collection of
all arrangements of the pieces on the board that is allowed
under the rules of the game.
-
The root of the tree of moves, which is the game's
initial state.
-
The leaves of the tree of moves, which are the ending
states.
-
A game strategy that serves as a prescription of right
decisions as the game unfolds.
In the design of computer games, a finite state machine
(FSM) is frequently used to manage the execution threads and if-then-else
statements in the course of game-play, i.e., as the tree of moves
unfolds. One example of how an FSM functions is the operation of
the damage trigger (particularly relevant to FPSs). [8]
When a damage trigger is transmitted to another
entity, the pain function pointer is called, thus triggering a state
transition of the affected entity into possibly a death or attack
state. The damage inflicted in the game is an input to the FSM,
which may act as a trigger for a state transition. In pervasive
game universes, possible states and state functions are exponentially
multiplied. Each FSM can be considered an autonomous agent in a
multiagent system involving trigger mechanisms from both the real
and the modelled worlds.

Fig. 5. Rules, entities, and mechanics
PG Space
The formal architecture of pervasive gaming relies on the interconnection
of social domain, virtual domain, and physical domain. Real world
properties as well as public, shared or private properties of the
social domain must be represented and, to a certain extent, controlled
in the virtual domain, i.e., via computers. This domain is, in turn,
accessible through a graphical user interface that further represents
the game states (Magerkurth et al., 2004).
Players may share the same virtual domain while being physically
distant from each other. In fact, one can benefit from this by envisioning
and constructing new modes of gameplay. The Australian Sports Over
A Distance augmented game Table Tennis For Three (which
I am involved in) supports social interaction familiar from traditional
sports between physically remote participants through an interaction
setup that is only possible because of the distance: a table-tennis
game playable by three players who are in three different locations
(Mueller, Walther et al., 2005).

Fig. 6. Triangular half table setup
in Table Tennis For Three
But what are the implications of this multiple space setup in relation
to pervasive gaming? And how can we formalise the complexity that
arises from the merging of different kinds of spatiality in PG?
First of all, the perception of space differs according to our
perspective, whether from a human level or from a strictly mathematical
angle (Walther, 2003b). The mundane space that a human subject inhabits
is not by nature geometrical; rather, it is structured in accordance
with matter-of-fact actions. In such a spatial environment, the
various orientations are related to directions (practical vectors),
places, ranges of space, and things, in contrast to dimensions,
points, lines, and absolute objects. The space for action is a praxis-architecture
– a phenomenological space, we might call it – that
is not defined by length, height, and width, but rather by territory,
proximity, and distance (Nielsen, 1996). A personal space zeroes
in on the required equipment and relations to institute meaning,
whereas a geometrical space is continuous and unbounded.
Second, the space of every day life is heterotrophic in
its design of multiple layers with which it constantly confronts
us with a surplus of potential strategies for spatial couplings.
The space of mathematics is isotropic, where all coordinates
are evenly spread in all directions. Thus, when a human subject
navigates through space it is contingent – where
to go next? – and intentional in the use of space
through motives and affects.
The point here is that pervasive gaming space mixes isotropic and
heterotrophic spaces. The teleological goal structure of a game
necessitates a certain amount of accessibility by which
the user can obtain information about space and proceed from, for
example, one level to the next (Walther, 2003a). A PG space must
amalgamate physical metric space and informational and
networked nonmetric space and, finally, merge them into
accessibility space (Bøgh Andersen, 2002). A metric space
consists of a nonempty universe of points together with a family
of distance relations that satisfy the axioms of distance (Bricker,
1993). A nonmetric space may be defined as a topological or nodal
connected space. Real life as such would not by itself be interesting
in a gaming sense. We need to organise and structure the nonteleological
and open meanings of mundane space in order to make it playable
(or actually game-able). Hence, accessibility is the portal to the
information- embedded spatial game world (illustrated in figure
7).

Fig. 7. Accessibility space provides
a passage to the tangibility space through the information-embedded
space,
which, in turn, is represented in the tangibility space.
Tangibility Space
An important aspect of PG, the whole idea of playability, is the
player's interaction with physical reality. Tangibility space, however,
is not just the sum total of the available, real-time world and
its vast amount of objects. Rather, it must be understood as the
heterotrophic organization of potential spatial patterns of
behaviour. This organization of space facilitates a playground,
and is often aided by multiple information units located in material
objects. These objects can be treated as 'tangible bits' (Ishii
and Brygg, 1997), elements of reality that can be touched, altered,
and manipulated – as in the real, non-game world – but
nevertheless still belonging to the virtual realm as they are controlled
by digital technology.

Fig. 8. Tangibility space: a runner
interacting with real-life scenario
(Blast Theory: Uncle Roy All Around You [Benford et al.
2003])
Distributed Information Space
To a large extent, the epistemology of PG involves blending physical
and virtual space. In spatial terms, this means that the information-embedded
space is facilitated by and projected onto the tangibility space.
This kind of space is the digital representation of tangibility
space. Yet, besides serving as a map of the game-world, it may also
function as a phenomenological space in its own right, i.e., it
is experience embedded due to real-time changes, tracking of player
motion, etc.

Fig. 9. Information-embedded space;
the runner is represented in a digital environment
(Benford et al., 2003)
Accessibility Space
Finally, we have accessibility space, which, as noted earlier,
is the key to the oscillation between embedded information and tangibility
in the pervasive game universe. One way of explaining the delicate
relation between the triadic space structures is to say that accessibility
space maps the information-embedded space system that is
in turn mapped onto tangible reality.

Fig. 10. Accessibility space: a
map showing wireless connectivity indicated by circles at
The University of Southern Denmark. Accessibility information is
embedded in the tangible space via the wi-fi network.
Conclusion
In this article I have tried to construct a conceptual framework
to assist in the design and interpretation of pervasive games and
pervasive gaming. In many ways, the PG paradigm transcends traditional
computer gaming: its epistemology or molecular experience must be
built into the ontology or atomic structure of the game map itself;
a certain sense of openness, fuzziness, and uncertainty clings to
PG; and the complexity of game states and state functions dramatically
increases once a system of tangibility and random interaction with
physical objects is tied to the virtual control apparatus. Although
truly pervasive games and current augmented or mixed reality games
often overlap - the virtual/real diametric, the blend of tangible,
information, and accessibility space - the essential characteristics
of pervasive games is still the focus on embedded (or simply
physical) technology. In this respect we could call a pervasive
game a mobile, context aware, location-based game. A great many
challenges await us in the field of post-screen gaming. On the analytical
side, it may be rewarding to think of PG in terms of axes, key units,
and space modalities, as I have suggested in this context. On the
technological side, it may be equally rewarding to focus on the
field of adaptronics in computer game design when trying to bring
'life' and other modes of self-configuration and adaptation into
play.
Author's Biography
Bo Kampmann Walther is Associate Professor at the Centre for Media
Studies, University of Southern Denmark (Odense) in Denmark. His
research interests are computer games, new media, contemporary sports,
and digital aesthetics. He has written and lectured extensively
on these topics. His latest book is a book in Danish about the soccer
club Real Madrid and the role of media and globalisation. See www.sdu.dk/hum/bkw
for more information.
Notes
[1] See http://www.mixedrealitylab.org.
[back]
[2] See http://www.seamful.com/.
[back]
[3] A good example of this circular and self-reflexive
media ecology is the TV series 24; it is a TV show, an
action game, a website, a news forum, mobile content, and much more
(Walther, 2005c).[back]
[4] Thanks to my colleague Lars Qvortrup for this
insight.[back]
[5] An interesting critique of my view on quantifiability
and negotiability in pervasive games can be found in Brynskov and
Ludvigsen (2006).[back]
[6] In fact, we could claim that the success of
game mechanics rests on the idea that it is possible to simulate
computational physics.[back]
[7] See http://www.fit.fraunhofer.de/projekte/netattack/index_en.xml.
[back]
[8] http://ai-depot.com/FiniteStateMachines/FSM-Framework.html.
[back]
References
Benford, Steve et.al. 'Coping with uncertainty in a location-based
game'. EEE CS and IEEE ComSoc (2003): 1536-1268.
Bricker, Phillip. 'The fabric of space. Intrinsic Vs. Extrinsic
Distance Relations', Midwest Studies in Philosophy XVIII
18 (1993): 271-294.
Brynskov, Martin and Ludvigsen, Martin. 'Mock Games: A New Genre
of Pervasive Play', in John M. Carroll, Susanne
Bødker, Julie Coughlin (eds.) Proceedings of the Conference
on Designing Interactive Systems (University Park, PA, USA,
June 26-28, 2006): 169-178.
Bøgh Andersen, Peter. 'Pervasive computing and space', in
L. Kecheng et al. (eds.) Organizational Semiotics: Evolving
a Science of Information Systems. IFIP TC8/WG8.1 Working
Conference of Organizational Semiotics (Montreal, July 23-25,
2001): 133-152.
Castronova, Edward. Synthetic Worlds. The Business and Culture
of Online Games (Chicago: The University of Chicago Press,
2005).
Hansmann, Uwe. Pervasive Computing Handbook (Berlin: Springer,
2001).
Holland, John. Emergence. From Chaos to Order (Oxford:
Oxford University Press, 1998).
Ishii, Hiroshi and Ullmer, Brygg. 'Tangible bits: Towards seamless
interfaces between people, bits and atoms', The Proceedings
of the CHI '97 Conference (March 22-27, 1997): 234-241.
Jenkins, Henry, 'Transmedia storytelling. Moving characters from
books to films to video games can make them stronger and more compelling',
Technology Review, January 15 (2003),
http://www.technologyreview.com/read_article.aspx?id=13052&ch=biotech.
Juul, Jesper. 'The game, the player, the world: Looking for a heart
of gameness', in Marinka Copier and Joost Raessens (eds.) Level
Up: Digital Games Research Conference Proceedings (Utrecht
University, 2003): 30-45.
Liboriussen, Bjarke. 'Worlds of Junkspace: Can there be an Architecture
of Dwelling for Synthetic Worlds?' In press.
Lindley, Craig. 'Trans-reality gaming', Proceedings of the
Second Annual International Workshop on Computer Game Design and
Technology (Liverpool, UK, Nov. 15-16, 2004).
Lundgren, Sus and Björk, Staffan 'Game Mechanics: Describing
Computer-Augmented Games in Terms of Interaction', Proceedings
of the 1st International Conference on. Technologies for Interactive
Digital Storytelling and Entertainment (Darmstadt, Germany,
March 24–26, 2003), http://www.cs.chalmers.se/~lundsus/lundgren_bjork_game_mechanics.pdf.
Magerkurth, Carsten. et al. 'Augmenting the Virtual Domain With
Physical and Social Elements' (2004), http://www.ipsi.fraunhofer.de/ambiente/paper/2004/magerkurth.carsten.domains.pdf.
Mueller, Floyd et al. 'Exertion Interfaces for Sports over a Distance',
UIST 2002 – ACM Symposium on User Interface Software and
Technology (Paris, France: ACM Press, USA, 2002).
Mueller, Floyd and Walther, Bo Kampmann. 'Table Tennis For Three'.
In press.
Nielsen, Arno Victor. 'A space odyssey', K & K 82
(1996).
Searle, John. The Construction of Social Reality, (New
York: The Free Press, 1995).
Walther, Bo Kampmann. 'Gaming and playing: Reflections and classifications',
Game Studies 3.1 (2003a).
____. 'La représentation de l'espace dans les jeux vidéo:
généalogie, classification et réflexions',
in M. Roustan (ed.): La pratique du jeu vidéo. Réalité
ou virtualité (Paris: L'Harmattan, 2003b)
____. 'Reflections On The Methodology Of Pervasive Gaming', ACM
SIGCHI International Conference on Advances in Computer Entertainment
Technology, Valencia, Spain, 2005a.
____. 'Notes on the Methodology of Pervasive Gaming', in F. Kishino
et al. (eds.): ICEC 2005, LNCS 3711 (2005b).
____. 'A hard day's work: Reflections on the interfacing of transmedialisation
and speed in 24', in K. B. Jensen (ed.) Interface://Politics.
The World Wide Web as Democratic Resource and Cultural Form
(Copenhagen: Samfundslitteratur, 2005c): 205-240.
____. 'Art and Computer Games: A New History', Aminima,
17, (2006): 132-139.
TOP |