Serious Games - 2. Mobile Exergames

Bystander Effect (Zuschauer Effekt)

Fogg Behavior Model

Motivation m

Ability a

Trigger t

Games as Motivator

simple idea of serious games

use a game as a motivator to make a person do something beneficial that she would otherwise probably try to avoid

beneficial types

  1. Unterstand and or learn something (learning games)
  1. Increase your physival activity (exergames)
  1. Influence your social standing (social & political games)

people need motivation to do stuff

problem of serious games

most serious games are actual real shitty games. Meaning they arent fun

vicious circle

They arent fun

no one wants to play them

they have no effect

no one wants to buy them

nobody "good" wants to make them

player types by bartle

Killers

Achievers

Explorers

Socializers

MET - Metabolic Equivalent of Tasks

scientific convention to estimate energy expenditure of physical activity

Challenges: of mobile exergames

  1. Design and implement a game mechanic, that ist entertaining and motivation to a large player base
  1. Create an application that , if played sufficently often and long, has an acutal physical effect on the player
  1. be available to the user at the "right time"

Mobiles Games

Smartphone Era Milestones

2007 - Apple introduces iOS and iPhone

2008 - Apple introduces AppStore

2012 - Android reaches a 75% market share

2013 - On billion smartphones sold in a single year

1999 - Blackberry OS introduced, first devices

categories of games

  1. Casual / Arcade

simple mechanics

angry birds, temple run

  1. Hardcore Games

work not well

interaction to complex

GPU power is lost

  1. mobile only games

light and small

packed with sensors

always with us

pervasive games

a pervasive game is a game that has one or more salient features that expand the contractual magic cycle of play socially, spatially or temporally

game types

regular game

permable game

pervasive game

Context

is any information that can be used to characterize the situation of an entity

context awareness

types of interaction

  1. signal based
  1. interval based
  1. event based

system

Internal

Environment

user behaviour

user state

application status & calendar information

date/time of day

system state

ambient/ noise/light/temperature

user location

user activity/posture

emotional state

physiological state

location-based games

distance based game

real world location

usually determind by GPS

influences the game mechanic

trackinig mittels tracker