Much harder than introduction, research context is 1500-2000 words and has its own section in the grading rubric. That is alright. I got this. It’s only noon, so there’s still time.
In research context, you analyse existing knowledge on the subject in a way that relates to your project. I was however told to first write things and then add references in order to have my own thoughts come across, and not just do a critical review of the references. I think the way to solve it is, that in here, where I try to think these things through, I’ll write what I’ve learnt through my research. Basically just listing different sources and the main takeaways. Afterwards, I might want to see what is expected of us in terms of “critically evaluating” sources and how to do that.
But first.
Sources and key takeaways
Source: Markus Montola, Jaakko Stenros, and Annika Waern (2009) Pervasive Games : Theory and Design
- Established genres for pervasive games:
- Treasure hunts
- Assassination games
- Pervasive LARPs
- Alternate reality games
- Sophisticated puzzle-based gameplay
- collaboration rather than competition, large self-organised player communities, internet-based game
- Collective intelligence
- Emerging (as of 2006 lol) game genres
- Urban adventure games
- Takes the player to areas with some historical or cultural significance to solve puzzles and hollow stories + learn tidbits about history of the place
- Solving a puzzle typically provides further instructions about how to find a new place
- In Uncle Roy All Around You, player looks for Uncle Roy by following remote instructions from him.
—> My game took inspiration from treasure hunt genre, and urban adventure (esp uncle Roy all around you)
—> In Uncle Roy All Around you, there is a story theme of finding a missing character. This becomes important later.
- SHELBY LOCAN’S RUN
- Combination of treasure hunt, a road rally, and a puzzle-solving marathon
- Elaborate preparation, clues, if teams solved bonus clues they got extra stuff
- They had an agenda that players would feel highest of highs and lowest of lows
—> Treasure hunt works well as a genre
—> Importance of teamwork
- REXplorer
- Basically what I’m doing
- Spirits in different town locations who share history
- Paranormal activity detector displays an excited heartbeat near a sight, indicating that there is paranormal energy in the environment. In order to summon the spirit the player needs to cast a spell through performing the correct gesture with the detector. If summoning is successful, the spirit appears on the screen and begins to speak to the player
- Nonlinear
- Player can accept up to 3 quests in parallel
- Keeping in mind people exploring the city with more people, contains a microphone that loudly tells the instructors
- game requires multiple artefacts, so people take on different roles during the game
- an interactive map to show the users’ path through the city and highlight point of interest they visited
- Players can comment on blogs or take pictures using the camera in their paranormal activity detector
- Single player considers it awkward to perform the spells, even one more player makes this better thought
- Birdges a gap between an aural tourist guide and an urban adventure game
—> Spirits feel natural in locative game context
—> Interactive map