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POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – Theatre Game Concept
Pedro Aibéo
QUT / Aalto University
Helsinki, FI
pedro@aibeo.com
Kelvin Autenrieth
Independent
Leipzig, DE
autenrieth@edu-gaming.de
Rolf Kruse
Erfurt University of
Applied Sciences, DE
rolf.kruse@fh-erfurt.de
Heidi Uppa
Aalto University
Helsinki, FI
heidi.uppa@aalto.fi
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – Theatre Game Concept
• Interactive theatre role-play & game experience
• Combines: game design theories + theatrical narrative + abstract urban
environment + technology & digital tools
• A flexible multi-purpose platform
• Internationally applicable format (different locations & cultures)
• Possibilities to customise the user experience according to the narrative structure
• Engaging way to collect real-time research data (quantitative + qualitative)
• Offers new, engaging, anonymous experiences for participants
• Tool for improving self-awareness and development
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – introduction
GAME ELEMENTS:
Arrival to the venue, you will
get game elements and devices
(mobile device, clothing, glasses/mask, ...)
GAME PROFILE:
You answer to a questionnaire about
your life and goals for the future
> a game profile
ROLE SWITCHING:
You will get a life/role of
another participant to play
GAME RULES:
In the game 1 minute of
your life is equal to 1 year...
GAME PLAY STARTS:
Play your new role! Game session consists of 6–10 events
and tasks for the group and individuals. Make your life choices
according to the goals pre-defined in the beginning.
REFLECTION:
You will get a report of your game performance
& your own life played by another player
GAME PERFORMANCE:
Events and tasks performed in an customised,
abstract urban game environment
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – game phases
GAME PROFILES:
– Personal history: past life events
– Current situation: lifestyle & values
– Light personality test (9 types)
– Future goals
GAME EXPERIENCE:
Narrative consists of 6–10 events which include
tasks for the group/s (total 20–30 players) and
individuals according to the theme and objectives.
Maximum time: 60 mins/game
FEEDBACK:
Each participant gets a summary
of his/her performance in the game
PROFILING ACTION REFLECTION
1. 2. 3.
BEGINNIN G2 5%
COMPLETE
50%
COMPLETE
75%
COMPLETE
READY
“Game name”
PERSONAL
HISTORY
TIMELINE
(drag events to the time)
FAMILY RELATIONSHIP EDUCATION WORK HEALTH
born
1986
Sister born
Brother born
Daug ther ...
Son born
Relati onshi p with a woman
Engagement with ...
Marrie d with ...
Relati onshi p with a man Primar y school
High school
Career college
Polytechnic
University (Bachelor )
University (Master)
University (Doctor)
Other
Intership
Employment
Entrepreneur
Freelanc er
Pregnanc y
Surgery
Cancer
Broken leg
Allerg y
...
... died Divorce / broke up
Continue
“Game name”
LIFE GOAL
Continue
lonely active
SOCIAL LIFE
sadf ull of love
LOVE LIFE
poor good
FINANCIAL SITUATION
sad happy
HAPPI NESS
lowh igh
ENERGY
CURRENT
FUTURE
Closed system/world
work
home
socialWORK:
doing things
to earn points
HOME:
Private,
personal
relief, family
SOCIAL:
Public
INFLUENCES
FROM OUTSIDE:
not controllable
predictable/known or
unpredictable/random,
positive or negative
adding or subtracting
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – role of participants
– Time: maximum 60 min (1 min = 1 year)
– Context: given situation, place & society
– Game rules & elements
– Yourself
DECISIONS ACTIONS LIMITATIONS
– Based on decisions & situations
– About 90% of our actions are
unconcious and automatic
– Your actions are expressing your
real ideals & values
– Related to different aspects of
individual’s life: work, social, health,
spiritual etc
– Collaborative or competitive tasks
– Moral dilemmas to solve
– Past experiences, life events and
memories etc. affect decisions
– Your decisions are reflecting your
views, goals, ideals & real values
ROLE SWITCH
– You play the rest of the life of someone
else
– Takes away the social pressure not
to act as yourself
– Social event after: possible to discuss
about meanings, “why did you do this?”
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – interaction devices
GLASSES (Google/3D-AR):
– Additional information
– Possibilities for full-view overlay
– Connected to mobile device
CLOTHING (cloak):
– Colour coding/communication
– Technical material
BELT (optional):
– Colour coding/communication
– Technical material: light reflective
MOBILE DEVICE (smartphone):
– Communicator (server connection)
– Game instructions
– guiding throught the game
HEAD SET (smartphone):
– Connected to mobile device
– Game instructions
HEAD PROJECTOR (optional):
– Colour coding/communication
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – technical structure
MOBILE DEVICES SPATIAL ELEMENTS
GAME
STRUCTURE
PROFILE
DATA
MODERATOR/S
controlling/supervising
the server and serving as
a gateway to the WiFi
SERVER UNIT
ACCESSORIES
Clothing (cloak)
Head set
Glasses scripted, automatic,
programmed process
Touch screens NFC track/stickers
Floor projections
Projections
Light sensitive stickers & tapes
Printable OLED’s
3D objects
WIFI network
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – spatial solution
SPATIAL MOVEMENT RECOGNITION
– in XY coordinates and gyroscope
– geo-tracking: to know where players are
SPATIAL COMMUNICATION:
– lights, minimal elements & symbols
– areas: work, home, social
– otherwise dark environment
OBJECTS IN GAME SPACE:
– evt. touch screens: group tasks
– evt. totem: to show overall group performance & time left
– evt. blocks for construction and exchange
POSM ‘14 workshop presentation, 27.10.2014
PROJECT:
PLAY ME – game structure
RESOURCES, PROPERTIES & STATES
Estate, Food, Energy, Currency, Wealth, Awards, Mana,...
Tools, Keys/Codes,...
...are associated with participants (private),
groups or the community (public)
...change during play due to Activities and Events: 
move, in-/decrease, add/subtract
...are visualized by..
Size of Areas (on the Floor)
Type and Number of virtual or physical Objects
Colors of (ambient?) Lights
Text, Numbers and Bars/Diagrams on private Tablets or public Displays
2–3 SYSTEM LEVELS
Community
Groups
(each participant is part of
1 home, 1 work  1 social group)
Personal
ACTIVITIES
Tasks have to be done
Can be done to reach Goals
Events are changes of state(s)
...resulting from personal activities,
...following personal decisions or votes of the group
or community
...or are triggered from outside
Types of Work
Physical
Agility
Social
Thinking
POSM ‘14 workshop presentation, 27.10.2014
Pedro Aibéo
QUT / Aalto University
Helsinki, FI
pedro@aibeo.com
Kelvin Autenrieth
Independent
Leipzig, DE
autenrieth@edu-gaming.de
Rolf Kruse
Erfurt University of
Applied Sciences, DE
rolf.kruse@fh-erfurt.de
Heidi Uppa
Aalto University
Helsinki, FI
heidi.uppa@aalto.fi
Idea Concept development Protype
Testing  quick ptotyping
Testing  improvents Theatre game sessions Evaluation
THANK YOU

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Playme @nordichi14

  • 1. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – Theatre Game Concept Pedro Aibéo QUT / Aalto University Helsinki, FI pedro@aibeo.com Kelvin Autenrieth Independent Leipzig, DE autenrieth@edu-gaming.de Rolf Kruse Erfurt University of Applied Sciences, DE rolf.kruse@fh-erfurt.de Heidi Uppa Aalto University Helsinki, FI heidi.uppa@aalto.fi
  • 2. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – Theatre Game Concept • Interactive theatre role-play & game experience • Combines: game design theories + theatrical narrative + abstract urban environment + technology & digital tools • A flexible multi-purpose platform • Internationally applicable format (different locations & cultures) • Possibilities to customise the user experience according to the narrative structure • Engaging way to collect real-time research data (quantitative + qualitative) • Offers new, engaging, anonymous experiences for participants • Tool for improving self-awareness and development
  • 3. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – introduction GAME ELEMENTS: Arrival to the venue, you will get game elements and devices (mobile device, clothing, glasses/mask, ...) GAME PROFILE: You answer to a questionnaire about your life and goals for the future > a game profile ROLE SWITCHING: You will get a life/role of another participant to play GAME RULES: In the game 1 minute of your life is equal to 1 year... GAME PLAY STARTS: Play your new role! Game session consists of 6–10 events and tasks for the group and individuals. Make your life choices according to the goals pre-defined in the beginning. REFLECTION: You will get a report of your game performance & your own life played by another player GAME PERFORMANCE: Events and tasks performed in an customised, abstract urban game environment
  • 4. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – game phases GAME PROFILES: – Personal history: past life events – Current situation: lifestyle & values – Light personality test (9 types) – Future goals GAME EXPERIENCE: Narrative consists of 6–10 events which include tasks for the group/s (total 20–30 players) and individuals according to the theme and objectives. Maximum time: 60 mins/game FEEDBACK: Each participant gets a summary of his/her performance in the game PROFILING ACTION REFLECTION 1. 2. 3. BEGINNIN G2 5% COMPLETE 50% COMPLETE 75% COMPLETE READY “Game name” PERSONAL HISTORY TIMELINE (drag events to the time) FAMILY RELATIONSHIP EDUCATION WORK HEALTH born 1986 Sister born Brother born Daug ther ... Son born Relati onshi p with a woman Engagement with ... Marrie d with ... Relati onshi p with a man Primar y school High school Career college Polytechnic University (Bachelor ) University (Master) University (Doctor) Other Intership Employment Entrepreneur Freelanc er Pregnanc y Surgery Cancer Broken leg Allerg y ... ... died Divorce / broke up Continue “Game name” LIFE GOAL Continue lonely active SOCIAL LIFE sadf ull of love LOVE LIFE poor good FINANCIAL SITUATION sad happy HAPPI NESS lowh igh ENERGY CURRENT FUTURE Closed system/world work home socialWORK: doing things to earn points HOME: Private, personal relief, family SOCIAL: Public INFLUENCES FROM OUTSIDE: not controllable predictable/known or unpredictable/random, positive or negative adding or subtracting
  • 5. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – role of participants – Time: maximum 60 min (1 min = 1 year) – Context: given situation, place & society – Game rules & elements – Yourself DECISIONS ACTIONS LIMITATIONS – Based on decisions & situations – About 90% of our actions are unconcious and automatic – Your actions are expressing your real ideals & values – Related to different aspects of individual’s life: work, social, health, spiritual etc – Collaborative or competitive tasks – Moral dilemmas to solve – Past experiences, life events and memories etc. affect decisions – Your decisions are reflecting your views, goals, ideals & real values ROLE SWITCH – You play the rest of the life of someone else – Takes away the social pressure not to act as yourself – Social event after: possible to discuss about meanings, “why did you do this?”
  • 6. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – interaction devices GLASSES (Google/3D-AR): – Additional information – Possibilities for full-view overlay – Connected to mobile device CLOTHING (cloak): – Colour coding/communication – Technical material BELT (optional): – Colour coding/communication – Technical material: light reflective MOBILE DEVICE (smartphone): – Communicator (server connection) – Game instructions – guiding throught the game HEAD SET (smartphone): – Connected to mobile device – Game instructions HEAD PROJECTOR (optional): – Colour coding/communication
  • 7. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – technical structure MOBILE DEVICES SPATIAL ELEMENTS GAME STRUCTURE PROFILE DATA MODERATOR/S controlling/supervising the server and serving as a gateway to the WiFi SERVER UNIT ACCESSORIES Clothing (cloak) Head set Glasses scripted, automatic, programmed process Touch screens NFC track/stickers Floor projections Projections Light sensitive stickers & tapes Printable OLED’s 3D objects WIFI network
  • 8. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – spatial solution SPATIAL MOVEMENT RECOGNITION – in XY coordinates and gyroscope – geo-tracking: to know where players are SPATIAL COMMUNICATION: – lights, minimal elements & symbols – areas: work, home, social – otherwise dark environment OBJECTS IN GAME SPACE: – evt. touch screens: group tasks – evt. totem: to show overall group performance & time left – evt. blocks for construction and exchange
  • 9. POSM ‘14 workshop presentation, 27.10.2014 PROJECT: PLAY ME – game structure RESOURCES, PROPERTIES & STATES Estate, Food, Energy, Currency, Wealth, Awards, Mana,... Tools, Keys/Codes,... ...are associated with participants (private), groups or the community (public) ...change during play due to Activities and Events: move, in-/decrease, add/subtract ...are visualized by.. Size of Areas (on the Floor) Type and Number of virtual or physical Objects Colors of (ambient?) Lights Text, Numbers and Bars/Diagrams on private Tablets or public Displays 2–3 SYSTEM LEVELS Community Groups (each participant is part of 1 home, 1 work 1 social group) Personal ACTIVITIES Tasks have to be done Can be done to reach Goals Events are changes of state(s) ...resulting from personal activities, ...following personal decisions or votes of the group or community ...or are triggered from outside Types of Work Physical Agility Social Thinking
  • 10. POSM ‘14 workshop presentation, 27.10.2014 Pedro Aibéo QUT / Aalto University Helsinki, FI pedro@aibeo.com Kelvin Autenrieth Independent Leipzig, DE autenrieth@edu-gaming.de Rolf Kruse Erfurt University of Applied Sciences, DE rolf.kruse@fh-erfurt.de Heidi Uppa Aalto University Helsinki, FI heidi.uppa@aalto.fi Idea Concept development Protype Testing quick ptotyping Testing improvents Theatre game sessions Evaluation THANK YOU