Originally, our intention
was to create a game that responded to conflicting impules
of turf ("this is my home base") and mobility ("I
go wherever I want") by playing with the possibilities
of wireless communications devices. We looked at pastimes
of location and mobility like:
>> geocaching
>> moblogging
>> BotFighters
>>
Nokia Europe Game
However, most of these activities have a fairly high barrier
to adoption: the wireless communications device necessary
to participate. Or, like Nokia's game, they are limited-duration,
pre-designed events, not continuing pastimes. We decided that
we would focus on lowest-common-denominator technology in
order to broaden the appeal of the game. In New York right
now, that lowest-common denominator is the non-GSM cell phone
and dial-up PC. While tech use might change in New York over
the next year, given that our thesis is due in May, we decided
to focus on gameplay and community creation using commonly
available technologies. If the game proves successful, we
will implement a more experimental wireless web interface
in the coming year. We have also applied for exhibition at
the International Society of Electronic Arts conference in
2004 with a site-specific version of the game. The pdf is
linked below.
>>pdf of interaction design for ISEA conference 2004
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