Advertisement

Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games

  • John Bichard
  • Liselott Brunnberg
  • Marco Combetto
  • Anton Gustafsson
  • Oskar Juhlin
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4161)

Abstract

We have implemented a conceptual software framework and a story-based game that facilitates generation of rich and vivid narratives in vast geographical areas. An important design challenge in the emergent research area of pervasive gaming is to provide believable environments where game content is matched to the landscape in an evocative and persuasive way. More specificly, our game is designed to generate such an environment tailored to a journey as experienced from the backseat of a car. Therefore, it continuously references common geographical objects, such as houses, forests and churches, in the vicinity within the story; it provides a sequential narrative that fit with the drive; it works over vast areas, and it is possible to interact with the game while looking out of the windows.

Keywords

Mobile Game Geographical Object Path Prediction Directional Microphone Emergent Research Area 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Malaka, R., Schneider, K., Kretschmer, U.: Stage-based augmented edutainment. In: Butz, A., Krüger, A., Olivier, P. (eds.) SG 2004. LNCS, vol. 3031, pp. 54–65. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  2. 2.
    Bell, M., Chalmers, M., Barkhuus, L., Sherwood, S., Brown, B., Rowland, D., Benford, S., Hampshire, A., Capra, M.: Interweaving Mobile Games With Everyday Life. In: Proceedings of SIGCHI 2006, Montreal Canada, April 2006. ACM, New York (2006)Google Scholar
  3. 3.
    Crawford, C.: Chris Crawford on interactive storytelling. New Riders, Berkeley (2005)Google Scholar
  4. 4.
    Appleyard, D., Lynch, K., Myer, R.: The view from the road. MIT Press, Massachusetts (1964)Google Scholar
  5. 5.
    Brunnberg, L., Juhlin, O.: Movement and Spatiality in a Gaming Situation - Boosting Mobile Computer Games with the Highway Experience. In: Proceedings of Interact 2003 - IFIP TC 13 International Conference on Human-Computer Interaction, pp. 407–414. IOS Press, Amsterdam (2003)Google Scholar
  6. 6.
    Brunnberg, L., Juhlin, O.: Keep your eyes on the road and your finger on the trigger - designing for mixed focus of attention in a mobile game for brief encounters. In: Fishkin, K.P., Schiele, B., Nixon, P., Quigley, A. (eds.) PERVASIVE 2006. LNCS, vol. 3968, pp. 169–186. Springer, Heidelberg (2006)CrossRefGoogle Scholar
  7. 7.
    Crawford, C.: Chris Crawford on interactive storytelling. New Riders, Berkeley (2005)Google Scholar
  8. 8.
    Crow, D., Pan, P., Kam, L., Davenport, G.: M-views: A system for location based storytelling. In: ACM UbiComp 2003, Seattle, WA (2003)Google Scholar
  9. 9.
    Flintham, M., Benford, B., et al.: Where On-line Meets On-The-Streets: Experiences with Mobile Mixed Reality Games. In: Proceedings of CHI 2003, Conference on Human factors in computing systems, Ft. Lauderdale, USA, pp. 569–576 (2003)Google Scholar
  10. 10.
    Kretschmer, U., Coors, V., Spierling, U., Grasbon, D., Schneider, K., Rojas, I., Malaka, R.: Meeting the spirit of history. In: Proceedings of Conference on Virtual reality, archeology, and cultural heritage, Glyfada, Greece (2001)Google Scholar
  11. 11.
    Mateas, M., Stern, A., Façade: An Experiment in Building a Fully-Realized Interactive Drama. In: Game Developers Conference (March 2003)Google Scholar
  12. 12.
    Nisi, V., Wood, A., Davenport, G., Oakley, I.: Hopstory: An interactive, location-based narrative distributed in space and time. In: Göbel, S., Spierling, U., Hoffmann, A., Iurgel, I., Schneider, O., Dechau, J., Feix, A. (eds.) TIDSE 2004. LNCS, vol. 3105, pp. 132–141. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  13. 13.
    Szilas, N.: IDtension: a narrative engine for interactive drama. In: Proceedings of Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) Conference, pp. 187–203 (2003)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2006

Authors and Affiliations

  • John Bichard
    • 1
  • Liselott Brunnberg
    • 1
  • Marco Combetto
    • 2
  • Anton Gustafsson
    • 1
  • Oskar Juhlin
    • 1
  1. 1.Interactive InstituteStockholmSweden
  2. 2.Microsoft Research Cambridge UKCambridgeUK

Personalised recommendations