Future of Games: Mobile Gaming

Posted On: October 2, 2006 - 12:28pm by Dan Roy
Book

Hall, J. "Future of Games: Mobile Gaming". In Handbook of Computer Game Studies, MIT Press 2005, pp. 47-55.

I saw Justin for the first time when he keynoted at the Mobile Game Conference in Seattle, 2006, saying basically the same thing as this paper. He has quite a vision for integrating mobile gaming into the everyday activities in our lives. I'm not sure he has answers on how we can have fun while still protecting our privacy, but Facebook is already encouraging us to give that up.

All "of a sudden you might be playing a game with your mobile phone when you hadn't chosen to do so; the game might creep into your life. Any random passer-by might suddenly take a deadly interest in you. To quote promotional literature from It's Alive, "In the future, games will surround you and be a part of your everyday life. You're always connected to the game, and it's not always easy to tell reality from fiction. We call this pervasive gaming." (51)

Pervasive gaming is a perfect example of how an identity you've created on a connected, mobile device can integrate more fully with your primary identity then code an identity solely accessible through a PC.

They add the hierarchy and interaction of other beings to the struggles to develop oneself in a finite virtual world. (52)

There is something pleasing about developing an identity in a finite world. The real world is so large it can feel infinite, so we ignore most of it, focusing on our communities and interest groups. In a finite virtual world, we can have an even stronger sense that we've mastered everything there is, enhancing our feelings of competence and sense of accomplishment.

Because the game world might be accessible anywhere anytime so it would seem that the immense time demands for modern multiplayer games make the mobile phone a ready target--instead of spending four hours a night hunting basilisks on the desert plains, you could instead steal ten minutes here and twenty minutes there to dispatch any ready foes. This might give online multiplayers the chance to flexibly engage the game mechanic for character advancement. But the human interaction aspect of multiplayer online roleplaying games could suffer. Players dropping in for ten minutes of gaming and then leaving could fracture the communal aspects of MMORPGs that are obviously so compelling. Perhaps a new form of conversation in MMORPGs would emerge from these mobile players. The first multiplayer role-playing game for mobile phones essentially ditched human communication by relegating it to a separate piece of software. (52)

Ten minute play sessions are not ideal for real-time communication, but they're perfect for asynchronous communication like e-mail and message boards. If e-mail has taught me anything, the desire to check whether the state has changed (new messages have arrived) can be a powerful motivator. Mobile devices are perfect for checking in.

Here on this phone Ulala was not meant for play as a protagonist per se but as a phone intermediary and companion. As people call and email you, she keeps track. If enough friends engage your device, you "unlock" her greater powers; she will do special dances during which you can arrange her on your screen so you can watch her short skirt swoosh up over her orange pixel panties. The phone comes to tease you about the minutes you've already spent online, or plays into your perception of your popularity. (54)

This is a powerful concept in identity construction. Why start from scratch with a brand new character when you can focus on a game-enhanced aspect of your current personality, like your popularity?

Why keep score? It feeds a feeling of achievement and turns this constantly accompanying technology reflective. If I'm attentive to grooming my phone, my phone will increasingly come to resemble me. It's a merging of The Sims and technology, where we raise our devices as our digital children, our spawn reflecting us. This is the game, to create characters in our phones. And there are many minds planning to bring some sort of breeding game to the mobile phone; something along the lines of Pokemon, where characters are fed by your attention to technology and are then shared with or measured against other proximate personalized technology fans. (54)

Keeping score makes progress measurable and thus easier to focus on. Focusing on progress feels good. Measuring your progress against someone else's can feel good, as long as you're not too far behind that person.

All wireless exchanges could be a massively multiplayer online role-playing game. (54)

A lot of MMORPGs advance your character through mindless grinding (usually killing dangerous creatures to gain experience over and over again). If you're going to have grinding, it makes perfect sense to have the grinding activity be something you do anyway -- e.g. all wireless exchanges. This seems especially rich territory for emergent gameplay. I wonder how social interactions would change when people needs to text each other for points.

We compose our mascots in our image, or as our ideal. (54)

Yes, except these mascots are not complete images of ourselves. They highlight a few of our traits and allow us to focus on them.

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We need a combination of

ravi@lingualgam...   |   October 3, 2006 - 2:06pm

We need a combination of this and Cruel to be Kind, where grinding to level up the virtual character is acheived by doing good/socially positive deeds in the real world.

Good Deed Grinding

Dan Roy   |   October 4, 2006 - 2:49pm

Brilliant! I can see the world getting better already. Can you think of any way to track good deeds? I suppose one simple way would be to give characters positive reputation or experience for donating in-game money to good causes. That's not necessarily the most compelling implementation, but it's certainly feasible.

There's enough NGOs/homeless

ravi@lingualgam...   |   October 6, 2006 - 10:21pm

There's enough NGOs/homeless shelters/schools/etc you could partner with who I'm sure would be willing to log contributions from players. I wonder if anyone's ever writen anything about gaming + homeless shelters. I'm guessing the prevalent attitude would generally be they don't have time/money for such things -- though it would be interesting if any studies have been done about connecting people who wouldn't access each other outside the magic circle ala the stuff about gaming + the elderly.

Probably interesting to think about from your perspective, the positive self identity someone volunteering at a homeless shelter has versus the positive self identity someone volunteering for a guild planning session.

nursing home ARG

Dan Roy   |   October 9, 2006 - 12:38am

This gave me an idea. You know how there's this stereotype that the elderly in nursing homes are lonely and want to be visited? You could probably make an Augmented Reality Game where you plant an actor in a nursing home (or simply recruit a current resident whose particularly lucid and playful), and give all of the younger players who lived outside of the nursing home the task of interviewing all of the residents in the home to get their life stories. Clues to the game would be embedded in one or more of these stories. I think it would be tremendously exciting for the residents.

Interesting idea dan! My dad

Bert Snow (not verified)   |   October 27, 2006 - 2:13pm

Interesting idea dan!

My dad recently died, and was a man full of stories, and we are wishing we'd gotten a few more out of him before we lost him. An output of this game would be the creation of these stories, which would be a great gift for all. There's a program (LIbrary of Congress) that sends vans around to cities w/ digital recording equipment, and people can come by and record 45 min of stories, get a CD of their recording, which also goes into archives...

In your design - do the younger players physically visit the nursing homes to interview the residents and gain information?

cheers Bert

ARG: interviewing the elderly

Dan Roy   |   October 29, 2006 - 6:04pm

I'm sorry to hear about your dad, Bert. Yes, in my design the younger players definitely go to the nursing homes to interview the residents in person. The residents would probably come out to one or more common areas, because it may be intimidating for some of the young people to be alone with a stranger in their room/apartment. I'm not sure how well the design accommodates record-keeping of everyone's stories. Maybe part of the game, or even a different game, could be transcribing stories and having other players vote on how interesting they are. Players would then be motivated to go out and finds the most interesting stories, so their reports earned the most points. Players may tend to embellish stories, though, to earn extra points.