=Paper= {{Paper |id=Vol-1956/GHItaly17_paper_03 |storemode=property |title=Interactive Players. LBMGs from a Design Perspective |pdfUrl=https://ceur-ws.org/Vol-1956/GHItaly17_paper_03.pdf |volume=Vol-1956 |authors=Ilaria Mariani,Davide Spallazzo |dblpUrl=https://dblp.org/rec/conf/chitaly/MarianiS17 }} ==Interactive Players. LBMGs from a Design Perspective== https://ceur-ws.org/Vol-1956/GHItaly17_paper_03.pdf
      Interactive Players. LBMGs from a Design Perspective
                                      Ilaria Mariani                              Davide Spallazzo
                                  Politecnico di Milano                         Politecnico di Milano
                                  Department of Design                          Department of Design
                                        Milan, Italy                                  Milan, Italy
                                ilaria1.mariani@polimi.it                     davide.spallazzo@polimi.it

                                                                             into a hybrid world where the boundaries between the real
ABSTRACT
Adopting a player-centered approach, this contribution                       and the digital spheres are blurred.
delves into the relationship and interactions LBMGs                          Relying on an existent literature mainly characterized by an
activate among people (between players, and among players                    approach that privileges case studies analysis, and
and non-players), with the device, and with the spaces                       speculates about LBMGs impact, this contribution raises
wherein the play activity takes place. In consequence, it                    from the need of an investigation that punctually unpacks
taps into three different levels of implications: social,                    different typologies of interaction that such games include
technological and spatial. It reports on some empirical                      and can trigger. Specific attention is due to the fact that they
advances gathered from a three-years analysis on three BSc                   move outside the traditional frame of the screen, having
courses and a total amount of 44 Location Based Mobile                       different degrees of response and interaction with the real,
Games deliberately designed for prompting challenging                        three-dimensional world. From a theoretical perspective,
interactions between the digital world and physical                          this contribution reaches out to the disciplines of Game
elements in the real space. Taking advantage of the                          Studies, Communication Design and Interaction Design,
potentialities of being situated and technology-supported,                   tapping into transversal practices of interaction that link
they enhance and facilitate immersion and sense of agency                    theoretical assumptions and their translation into practice.
within the game. What emerges is a novel interpretation of
LBMGs players as “interactive agents”, engaged in                            The reasoning unfolds a three years empirical research in
meaningful interactions with other persons, with the space                   the Politecnico di Milano, School of Design, educational
and with technology.                                                         context, that has as its linchpin our research intention to
                                                                             question the tenet that LBMGs should exclusively rely on
Author Keywords                                                              digital/mobile components. We asked about 180 design
Situated Play; Location-Based Mobile Games; Narrative-                       students of the BSc course “Augmented Reality and Mobile
Based Games; Social Engagement; Technology-Supported                         Experience” (a.y. 2013/14, 2014/15, and 2015/16) to
Games; Spatial Awareness.                                                    conceive and craft LBMGs that mix digital contents and
ACM Classification Keywords                                                  physical artefacts, and address societal issues. During the
K.8.0 General: Games; K.4.m Computers and Society:                           span of time of this investigation we collected 44 LBMGs
Miscellaneous; J.5 Arts and Humanities: Arts, fine and                       that flash out the consistent links between real and digital
performing.                                                                  spaces. In so doing we explored the forms of interactions
                                                                             that players activate in such less-mediated situated
INTRODUCTION                                                                 experiences. What characterizes this field of investigation is
Ranging from uncommon topics to unusual gameplays, we                        the spread tendency to consider and design LBMGs as
are now being witnesses to the flourishing of play practices                 technology-sustained games [19] – as said, utterly
that break our ordinary conventions to trigger perspectives                  digital/mobile reliant. However, we consider worthwhile to
that differ from the ordinary. Location Based Mobile                         challenge this assumption, exploring how games can take
Games (LBMGs) expand outside the traditional gamespace                       advantage of technology, being technologically supported
(board or screen) [10] and open up to contextual play                        [19], rather than strictly and wholly dependent. Such an
activities, where players are geo-located and transported                    approach has further relevance because it opens up a richer
                                                                             design space, of which designers can take advantage of –
                                                                             this in terms of communication activated by in-game
                                                                             elements, artifacts and activities.
                                                                             In parallel to the technological perspective and the potential
                                                                             benefits of a game that mixes physical and digital elements,
                                                                             it lies an important reasoning on the advantages of
GHITALY17: 1st Workshop on Games-Human Interaction, April 18th, 2017,        including narrative as a core game component. Whereas not
Cagliari, Italy.
Copyright © 2017 for the individual papers by the papers' authors. Copying
                                                                             every game is narrative-based, stories are notably relevant
permitted for private and academic purposes. This volume is published and    for some typologies of games [16]. Among the others,
copyrighted by its editors.                                                  pervasive, persuasive, adventure games, LARP and ARG
recognize and confirm the central role of narrative; LBMGs           movements in the urban space. The mobile device, instead
as well as urban games, on the opposite, generally tend to           of being the main mean of the play activity, becomes the
relegate narrative to a design possibility. In the light of this     main trigger for contextual narratives. In this sense, these
reasoning, here we do not question whether or not games              LBMGs differ also from urban games, by attributing a
are narrative, but how narrative-based LBMGs activate                relevant and essential role to mobile devices.
interactions – for example attributing the device the role of
                                                                     METHODOLOGY
storyteller. The LBMGs discussed in the following strongly
                                                                     The reflections here presented are part of a larger research
rely on stories (games of progression, using Juul’s
                                                                     activity based on an empirical research we conducted
terminology [16]) able to affect the way players interact
                                                                     analyzing the processes of both designing and playtesting
with the game itself, in particular through the three
                                                                     44 persuasive LBMGs. Over three years, a total amount of
perspectives presented above: socially, technologically, and
                                                                     180 students were asked to face actual societal problems or
spatially.
                                                                     taboos, and evolve them into concepts to be translated into
Adopting a player centered approach, we delve in particular          LBMGs. Our aim was to study how these games function as
into the relationship and interactions these games trigger           engaging systems able to entertain players and convey
among people (between players, and between players and               information in the meanwhile. Ranging from exploring
non-players), with the device, and with the surroundings,            design as a process of enquiry, to assessing playing as a
namely the space wherein the play activity takes place. In           way to acquire knowledge, we observed and analyzed our
consequence, it taps into three different levels of                  sample of persuasive LBMGs conducting ethnographic
implications: social, technological and spatial. What                analysis and interpretive research. In order to lessen biases
emerges is a novel view on LBMGs players, here framed                and weaknesses of the chosen methodology [11, 7], we
and discussed as “interactive players” a category that differs       applied a mixed methods approach, collecting multiple
from those of digital games and urban games, by virtue of            forms of data relying on a triangulation of different
our peculiar way of intending LBMGs themselves. In a                 methods. During the iterative cycles of design that spanned
spectrum ranging from urban games to video games, being              over three consecutive months for each academic year, we
physical-digital its two polarities, we set the LBMGs here           ran interpretative ethnography and participant observation
discussed close to urban games, mixing a small digital               [27,12]. In parallel, we conducted rapid ethnographies,
component with a paramount physical one, whereas the                 shadowing, questionnaires and informal interviews with
most common commercial LBMGs (e.g. Ingress, Pokémon                  students – in turn as designers or players (see Figure 1).
GO) set closest to the digital pole.
                                                                     Especially conducting moderate participation [12], we
Rather than using the space as interchangeable background,           understood on the one hand how designers crafted the
we propose a stricter relation with the surrounding space,           games embedding their point of view, on the other how
aiming at taking full advantage of its potentialities. As it         players received games and made sense out of them. In
commonly happens in urban games, every place acquires                doing so, we grasped an important amount of insights
meaning in the play activity and within the game narrative,          regarding the relationship between initial expectations and
being steps of a story that progresses according to players’         effective players’ perceptions.




                              Figure 1. Strategies and tools used to observe games and collect results.
RESULTS                                                            characteristic common to urban games, which, on the
The results discussed in the following are mainly gathered         contrary, do not provide players with technology mediated
from our direct observation of players during the playtests        social engagement. Different considerations should be
and from the informal interviews that followed, albeit             made about commercial LBMGs, as Ingress and Pokémon
useful reflections are triggered by some of the                    Go, that mainly pertain to the category of video games and
questionnaires we collected. Data gleaned portrait a novel         from which infer the model of social engagement,
category of LBMGs player, that we define “interactive” at          characterized by the mediation of technology [10]. In doing
large, since s/he is characterized by a threefold active           so, the kind of social engagement they commonly trigger
interaction: with others, with technology, with the                can be defined as “alone-together”, a sense of social contact
surroundings.                                                      that springs by feeling surrounded by other, albeit
Reviewing how LBMGs are designed and played, with a                unknown, players [13].
consistent shift from the digital realm towards the physical       When designed capitalizing on the cultural capital of play
one – as previously discussed – brought to rethink the way         in public spaces [24], taking advantage of the potentialities
players are engaged socially, spatially and technologically.       of    creating    partially   technology-mediated      game
Hence, a functional way to frame the three typologies of           experiences, LBMGs offer designers the unique opportunity
interaction, according to which we will analyze and discuss        to provide players with different social configurations
players’ interactiveness, is:                                      during the play activity. In particular, wittingly embedding
1. Player to others/persons                                        the way of playing typical of urban games, they can fully
                                                                   exploit in-person social contacts as well as the context
2. Player to space                                                 wherein they take place. As a matter of fact, designers can
3. Player to device                                                provide players with a personal play activity or, on the
                                                                   contrary, to require the continuous collaboration of a team
Acknowledging that games are complex systems, and that a
                                                                   of players to proceed. Other games could ask a team to split
consistent literature investigated the varied degrees of
                                                                   in order to complete quests, or players to socialize with
interaction between the player and the game
                                                                   non-players and even unknown persons [26], namely
[21,14,2,17,22], our focus here is on the specific way in
                                                                   strangers [25].
which LBMGs can activate player’ interactivity,
distinguishing themselves from the other typologies of             Furthermore, designers can impact on the quality of the
games. Hence, we resonate on three typologies of                   social interaction the game triggers. For example, they can
interaction, not reciprocally excluding, that coexist at a         force players to go a step further from the common in-
different extent during each game session, that portrait a         person social relation between players, and get engaged in a
more comprehensive and holistic view of the player,                direct physical contact. In addition, such interactions also
differing from that of video games and commercial LBMGs            give room for challenging implicit social norms. This is
as well as from that of urban games.                               what happen in the game Keep (the Date) Safe [1] aimed at
Player to Others/People: interaction between players or
                                                                   sensitizing players on the pros and cons of the most
between players and non-players                                    common contraceptive systems. Players, in the role of
“Interacting with other players is one thing that makes the        couples, face diverse stereotyped scenarios, ranging from
game bigger than just a casual on-screen experience” [19].         the new year eve party, to the home-without-parents night,
                                                                   and are involved in activities and mini-games that
In-game social interaction occurs between players, and/or          frequently ask for transgressive social behaviors, e.g.
between players and non-players, and its dynamics strongly         playing twister in a public space. Designers took advantage
depend on the typology of game as well as by its design. In        of the direct social engagement between players,
this sense, by virtue of their nature, partly digital and partly   challenging them to go far beyond the comfort zone – from
physical, LBMGs provide designers with the opportunity of          1 to 1.5 meters –, and invade that space that proxemics [15]
conceiving complex social interactions, engaging players in        would define as personal. The embarrassment of touching
a multitude of varied experiences.                                 or being touched by non-intimate persons is further
Likewise video games, LBMG players can dialogue and                increased by being in a public space. This condition was
have social relationships with other players, ranging from         taken in due account by designers that employed the twister
being more or less mediated by the technological device            game activity as a metaphor for an intercourse, and
(e.g. chat or voice chat, instant messages, calls), to directly    embedded the possible consequences of “unprotected sex”
sharing the play activity with other players (in-person play       into three oversized dice (contraceptive, pros and cons,
activities as challenges, quests, etc., that involve more than     venereal disease) to roll after every in-game sleeping-with-
a player in the meanwhile). What features LBMGs as                 someone occurrence.
pervasive games is their potential ability to involve players      In parallel LBMGs become trigger of social engagement
in richer, in-person social engagement with both other             with non-players, passers-by not (formally) taking part to
players and non-players they may encounter. A                      the game. In The Infection [3] designers involved players in
unexpected contacts with non-players. Created to sensitize       costumes and game kits, and is required to move around
towards STDs – Sexually Transmitted Diseases – the game          following the features (actual limits) of their character. In
uses smartphones and several game (physical) elements to         this LBMG, the urban space and some of its architectural
transform the playground into a fictional world where four       barriers are integrated into the game serving to nurture
bosses – symbolizing four diseases – must infect as many         experience-based knowledge and awareness, in which
people as possible. Among others, one of the missions asks       players meaningfully step [18].
players to increase the amount of their disease-fellows by
                                                                 If on the one side, the space can serve to convey
sticking adhesive labels – the viruses – to unaware passers-
                                                                 information, on the other, it can become servant to the
by without being caught. Another quest requires players to
                                                                 activity of playing. In this case, play can be appropriative
stop random non-players and ask them to explore their body
                                                                 and take over the context in which it takes place [23]. SOS-
looking for the stickers/viruses. Players are engaged not
                                                                 Rescue Squad [20] works on the concept of appropriation
only in direct social relations with unknown persons, but
                                                                 [19,23], as several physical element, including the urban
also in overcoming the boundaries of the comfort zone
                                                                 space itself, are appropriated in the game – often without
discussed above. From a non-player perspective, the
                                                                 letting non-players know. For instance, in a quest, players
activities of this game resulted into situations of surprise
                                                                 are asked to circumscribe spaces with tapes to keep passers-
and amusement, that triggered curiosity. Stickers have been
                                                                 by far away. The game becomes a way to temporarily
used on players and non-players as game mechanics, as
                                                                 modify the way people interact with spaces. As a matter of
well as means to spread knowledge in an unconventional,
                                                                 fact, once players encircle a bench with tape, they cause a
unexpected way.
                                                                 shift of meaning. From being a space with a social function,
Player to Space: distributed narrative and situated              the bench assumes the role of a space of non-sociality.
meanings
Using to advantage the fact of being narrative-based, these      Player to Device: smartphone as storyteller
LBMGs use distributed and situated narratives shaped as          The last typology of interaction here discussed is player to
small fragments of storyline related to the space wherein        device, an exploration on how the smartphone entered the
the game is taking place. To progress and complete the           play activity. The discourse is not focused on issues
story (and the game), players are asked to explore the           pertaining the field of HCI or UI Design, but rather on the
surroundings, interacting with the urban space that conveys      role of the smartphone as storyteller, a narrator
specific meanings and serves as a source of in-game              accompanying players through the game. This typology of
information, rather than being mere playground. From a           interaction takes place between players and digital
player-to-space perspective, the mobile device is the game       characters, as manifestation of the game system.
element that to different extents allows players to activate     As a matter of fact, the analyzed LBMGs are in great part
spaces and make them interactive.                                designed relying on a distributed situated narrative [19],
Since the diffusion of mobile technology, several authors        employing the device as provider of narrative contents,
explored how games can extend, integrate and digitally-          triggered where they are needed, and spread across the
overlay the physical space. Particularly relevant to our         urban space as playground. The device acts as storyteller, a
reasoning are the rumination advanced by Montola, Waern          digital guide across the story and the urban space, that
and Stenros [19] and De Souza e Silva [9] who investigated       provides players with pieces of the narration, following the
the way games interact with people and the surroundings,         progression of the game and players’ movement in the
and how players interact with the public spaces because of       urban space. The situatedness of the narration implies a
mobile gaming (play in public [19]). As a matter of fact,        strict relation between the places and the story. In doing so,
each place takes part to the game as a physical space            mobile technology nurtures the layer of the fictional world
wherein players move and act, and as a literally meaningful      continuously hybridizing the real and the digital realm. In
(being a repository of specific in-game meanings) setting        this sense, mobile technology functions as bridge between
for the fictional world, overlapped to the physical one          the two worlds.
thanks to the mobile device. In doing so, such LBMGs             The analysis of the LBMGs, object of the study, highlighted
encourage players towards situated meaning-making, where         diverse strategies of use of the smartphone. Some set the
having contextualized experiences is a source of further         device in the role of omniscient narrator, out of the story, an
understanding.                                                   external, neutral entity that guides players, provides hints in
The Fellowship of the Umbrella [5] is a LBMG about               the proper location of the clues and proposes dilemmas to
physical disabilities that echoes the cultural capital of play   be solved. It is the case of The Lost Papyrus [4], a LBMG
in public spaces [24]. Employing a fairy-tale fictional          about Alzheimer's disease aimed at inform players about the
world, it uses some metaphors to transpose (and expose)          impact this illness has on the everyday activity of sick
some obstacles that disabled persons daily face, making          people and of those who live with them. Structured as a
players physically experience impairments. Wearing a             metaphor of the disease and its degeneration, the game
specific role, every player is specifically equipped with        involves four players in the role of an expert archaeologist
                                                                 and his brave assistants, exploring a still undiscovered tomb
to find a renowned papyrus and facing more and more               As a matter of fact, the image of the player that emerges is
difficult quests that symbolize the degeneration of the           far from that of the most renowned commercial LBMGs
illness. The mobile device is interpreted in the game as a        (e.g. Ingress, Pokémon GO), as well as from common video
powerful tool, a quite magical machine that guide players         games. The player here portrayed engages directly with
from outside the story.                                           other persons, through in-person, non-technologically
                                                                  mediated interactions. In commercial LBMGs the direct
Other times the mobile device becomes a personified
                                                                  social engagement is a choice given to player – just think
storyteller and enters the story as a character. In The
                                                                  about Pokémon GO –, while the cases discussed above
Treasures of Captain Torment [6], the device actually
                                                                  frequently require social interaction to proceed in the game.
embodies the spirit of the Captain that guides players to his
                                                                  The progression is not only due to the mix of technology
treasure, across a story dealing with the very common, but
                                                                  and space (geo-location) but also to the social interaction
often ignored, mental condition of depressed people. As
                                                                  with persons, being them players or non-players.
active character of the story, the spirit of the Captain
communicates with players through the mobile device,              Another remarkable difference is that the space wherein
telling stories, providing hints and testing the bravery of his   players move becomes something more than a mere
fellow pirates with questions and quests. The device is here      background for the gameplay, acquiring meaningfulness in
both storyteller, narrative voice, and character of the story,    both the physical and in the fictional world provided. Places
with his personal aims to be reached with the help of             are involved in the story for what they really are (e.g. a
players.                                                          bench, a tree) and for what they become in the story (e.g. a
                                                                  dangerous place to be evacuated, a space-time portal). Thus
Other games interpret the mobile device as guidance,
                                                                  we could talk of situated meaning, since the physical
authoritative voice, that guides players not only across the
                                                                  characteristics of places, as well as their agency on players,
game but also towards a specific behavior. The 10
                                                                  are exploited by game designers to trigger a continuous
Commandments [8] sets players in the role of a girl who
                                                                  negotiation of meaning between real and unreal, creating
must attend a casting, and the device provides her with ten
                                                                  also a sort of narrative friction between what players see
commandments to be followed in order to have a “perfect
                                                                  and the game fictional and digital overlay. LBMGs can
slim body”. Facing daily activities, players are continuously
                                                                  indeed work on a twofold level: in terms of physicality,
proposed a dilemma to be solved, making direct or indirect
                                                                  they challenge players as bodies moving, walking, running;
reference to the commandments. What players do not know
                                                                  in abstract terms, they require players to interpret the
is that the commandments are based on real online blogs
                                                                  surroundings and its elements as part of a fictional layer
which claim the so-called Pro-Ana behavior, presenting
                                                                  that can be accessed via mobile device.
anorexia as a positive philosophy of life. By choosing to
respect the commandments, players lose energy; by not             The mobile device is what makes this kind of LBMGs
obeying the sense of guiltiness is fomented. In both cases        similar to the commercial ones, since they both exploit
players are destined to fail. Designers exploited here the        location-awareness as the main means of progression in the
power of mobile device as authoritative voice,                    game, but, at the same time, its employment is rather
disconcerting players with a final plot twist that questions      different. Instead of being the “place where everything
the role and credibility of the narrative voice.                  happens”, the mobile device acquires the role of storyteller,
                                                                  trigger of actions that are only partially performed on the
CONCLUSIONS
The cases presented and discussed take advantage of the           device itself. The smartphone becomes a means of urban
gamut of features and potentialities of LBMGs to design           exploration and social engagement. Expanding a concept by
games that intensify and accent meaningful interactions, not      De Souza e Silva [9], digital and physical spaces can be
only with the game itself as a system, but also with people       designed to resonate, encouraging a more social-, digital-,
                                                                  and location-aware experience.
(players and/or non-players), mobile device, and space.
Furthermore, they are characterized by the inclusion of           It is evident that the games here presented shift LBMGs
challenge-based, distributed narratives that enhance and          towards urban games. Nevertheless, we claim that some
facilitate immersion and sense of agency within the game:         differences can be traced back to the background in the
once again the game prompts players to challenge their            design field of the students who crafted them, and of those
comfort zone, pushing their own boundaries. Being                 who guided them. These games have been designed as
LBMGs, this mainly regards social and spatial interactions.       artifacts able to maximize the interaction of their users
The analysis we proposed stems from a player-centered             (players) with other persons, with the space and with the
standpoint and aims at portraying LBMG players as                 device, that is what normally interaction designers do.
“interactive agents”, engaged in meaningful social, spatial       Starting from a design standpoint, these games have been
and technological interactions. A model of interactiveness        designed with an accent on the physicality of the
                                                                  interactions, thus characterizing players as interactive
made possible by the way these games have been designed,
                                                                  agents, physically engaged with what surrounds them, and
that is, as said, closer to urban games than to video games.
                                                                  not only with the device.
Designing LBMGs as artifacts closer to urban games and            12. Kathleen Musante DeWalt, and Billie R. DeWalt.
aimed at stimulating richer interaction of players at the             2010. Participant Observation: A Guide for
three levels we highlighted – person, space, device – clearly         Fieldworkers. AltaMira press.
implies a shift in how LBMGs are commonly played.                 13. Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, and
Instead of being always-playable games, they become                   Robert J Moore. 2006. “Alone Together?” Exploring
happenings, events to be organized considering the                    the Social Dynamics of Massively Multiplayer Online
subsequent implications of such a way of staging a game.              Games. In Proceedings of the SIGCHI Conference on
Nevertheless, the emerging image of interactive player here           Human Factors in Computing Systems (CHI '06), 1-10.
outlined opens up to opportunities for LBMGs designers to             http://doi.acm.org/10.1145/1124772.1124834
expand the level of interactivity of their players, marking
the difference from video games and fully exploiting the          14. Laura Ermi, and Frans Mäyrä. 2005. Fundamental
potentiality of playing in a public space rich of possibilities       Components of the Gameplay Experience: Analysing
to be caught.                                                         Immersion. Worlds in Play: International Perspectives
                                                                      on Digital Games Research 37, 2.
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A special thanks goes to the students who put themselves to       15. Edward T. Hall. 1990. The Hidden Dimension. Anchor,
the test by participating in the design and evaluation                New York.
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comments through questionnaires and interviews; but also              Real Rules and Fictional Worlds. The MIT Press.
analysing their own projects via rapid ethnographies.             17. Nicole Lazzaro. 2009. Why We Play: Affect and the
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