Can you see me now?

Author:

Benford Steve1,Crabtree Andy1,Flintham Martin1,Drozd Adam1,Anastasi Rob1,Paxton Mark1,Tandavanitj Nick2,Adams Matt2,Row-Farr Ju2

Affiliation:

1. University of Nottingham, Nottingham, UK

2. Blast Theory, London, UK

Abstract

We present a study of a mobile mixed reality game called Can You See Me Now? in which online players are chased through a virtual model of a city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on system logs of text communication. Our study reveals the diverse ways in which online players experienced the uncertainties inherent in GPS and WiFi, including being mostly unaware of them, but sometimes seeing them as problems, or treating the as a designed feature of the game, and even occasionally exploiting them within gameplay. In contrast, the runners and technical crew were fully aware of these uncertainties and continually battled against them through an ongoing and distributed process of orchestration. As a result, we encourage designers to deal with such uncertainties as a fundamental characteristic of location-based experiences rather than treating them as exceptions or bugs that might be ironed out in the future. We argue that designers should explicitly consider four potential states of being of a mobile participant: connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. We then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participant: remove it, hide it, manage it, reveal it, and exploit it. Finally, we present proposals for new orchestration interfaces that reveal the ‘seams’ in the underlying technical infrastructure by visualizing the recent performance of GPS and WiFi and predicting the likely future performance of GPS.

Publisher

Association for Computing Machinery (ACM)

Subject

Human-Computer Interaction

Reference31 articles.

1. Coping with uncertainty in a location-based game;Benford S.;IEEE Pervasive Computing,2003

2. Benford S. Rowland D. Flintham M. Hull R. Reid J. Morrison J. Facer K. and Clayton B. 2004a. Designing a location-based game simulating lion behaviour. Paper presen- ted at the Proceedings of the ACM SIGCHI Conference on Advanced Computer Entertainment 2004 Singapore June ACM Press. http://www.nestafuturelab.org/research/draft/05draft01.htm.]] Benford S. Rowland D. Flintham M. Hull R. Reid J. Morrison J. Facer K. and Clayton B. 2004a. Designing a location-based game simulating lion behaviour. Paper presen- ted at the Proceedings of the ACM SIGCHI Conference on Advanced Computer Entertainment 2004 Singapore June ACM Press. http://www.nestafuturelab.org/research/draft/05draft01.htm.]]

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