a39-segatto.pdf

14
39 Mobio Threat: A Mobile Game Based on the Integration of Wireless Technologies WILIAN SEGATTO, EDUARDO HERZER, CRISTIANO L. MAZZOTTI, JO ˜ AO R. BITTENCOURT, and JORGE BARBOSA Universidade do Vale do Rio dos Sinos (UNISINOS), Brazil Pervasive gaming is a new genre that became possible due to the development of communication technologies, especially wireless ones. In this area of gaming, players must physically walk to certain places of the game area to reach their objectives and missions. They may also interact with the environment and with real objects. Nowadays, there are just a few pervasive games developed, and all of them have limitations concerning localization tracking, hardware flexibility, signal coverage, and cheap setup. In this context, an innovative game, called moBIO Threat // Disease Control , was developed on the basis of the integration of multiple wireless technologies, mixing their capabilities and neutralizing their limitations. It utilizes RFID, IrDA, and QR Code technologies for object interaction, Bluetooth for exchanging information between players who are physically close and the IEEE 802.11 Wi-Fi protocol to connect all of the players with the game server. From what we observed, moBIO Threat provides a completely different game experience, with social gaming and collaboration being strong attributes of the game. This article describes the development of the game and other details about the project and about pervasive gaming. Categories and Subject Descriptors: K.8.0 [Personal Computing]: General—Games General Terms: Experimentation Additional Key Words and Phrases: Pervasive, social gaming, Bluetooth, RFID, QR code ACM Reference Format: Segatto, W., Herzer, E., Mazzotti, C. L., Bittencourt, J. R., and Barbosa, J. 2008. Mobio threat: A mobile game based on the integration of wireless technologies. ACM Comput. Entertain. 6, 3, Article 39 (October 2008), 14 pages. DOI = 10.1145/1394021.1394032 http://doi.acm.org/ 10.1145/1394021.1394032 1. INTRODUCTION Pervasive gaming is an emerging genre, in which players must physically move to specific places in order to perform tasks within the game. Users must interact with each other and with the environment around them. To accomplish such Authors’ addresses: W. Segatto, E. Herzer, C. L. Mazzotti, J. R. Bittencourt, and J. Barbosa, Univer- sidade do Vale do Rio dos Sinos (UNISINOS), Brazil; contact author’s email: [email protected]. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or direct commercial advantage and that copies show this notice on the first page or initial screen of a display along with the full citation. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, to redistribute to lists, or to use any component of this work in other works requires prior specific permission and/or a fee. Permissions may be requested from Publications Dept., ACM, Inc., 2 Penn Plaza, Suite 701, New York, NY 10121-0701 USA, fax +1 (212) 869-0481, or [email protected]. C 2008 ACM 1544-3574/2008/10-ART39 $5.00 DOI =10.1145/1394021.1394032 http://doi.acm.org/ 10.1145/1394021.1394032 ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

Upload: neige-devi-samyono

Post on 14-Nov-2015

3 views

Category:

Documents


0 download

TRANSCRIPT

  • 39

    Mobio Threat: A Mobile Game Based on theIntegration of Wireless TechnologiesWILIAN SEGATTO, EDUARDO HERZER, CRISTIANO L. MAZZOTTI,JO AO R. BITTENCOURT, and JORGE BARBOSAUniversidade do Vale do Rio dos Sinos (UNISINOS), Brazil

    Pervasive gaming is a new genre that became possible due to the development of communicationtechnologies, especially wireless ones. In this area of gaming, players must physically walk tocertain places of the game area to reach their objectives and missions. They may also interactwith the environment and with real objects. Nowadays, there are just a few pervasive gamesdeveloped, and all of them have limitations concerning localization tracking, hardware flexibility,signal coverage, and cheap setup. In this context, an innovative game, called moBIO Threat //Disease Control, was developed on the basis of the integration of multiple wireless technologies,mixing their capabilities and neutralizing their limitations. It utilizes RFID, IrDA, and QR Codetechnologies for object interaction, Bluetooth for exchanging information between players who arephysically close and the IEEE 802.11 Wi-Fi protocol to connect all of the players with the gameserver. From what we observed, moBIO Threat provides a completely different game experience,with social gaming and collaboration being strong attributes of the game. This article describes thedevelopment of the game and other details about the project and about pervasive gaming.

    Categories and Subject Descriptors: K.8.0 [Personal Computing]: GeneralGames

    General Terms: Experimentation

    Additional Key Words and Phrases: Pervasive, social gaming, Bluetooth, RFID, QR code

    ACM Reference Format:Segatto, W., Herzer, E., Mazzotti, C. L., Bittencourt, J. R., and Barbosa, J. 2008. Mobio threat:A mobile game based on the integration of wireless technologies. ACM Comput. Entertain.6, 3, Article 39 (October 2008), 14 pages. DOI = 10.1145/1394021.1394032 http://doi.acm.org/10.1145/1394021.1394032

    1. INTRODUCTIONPervasive gaming is an emerging genre, in which players must physically moveto specific places in order to perform tasks within the game. Users must interactwith each other and with the environment around them. To accomplish such

    Authors addresses: W. Segatto, E. Herzer, C. L. Mazzotti, J. R. Bittencourt, and J. Barbosa, Univer-sidade do Vale do Rio dos Sinos (UNISINOS), Brazil; contact authors email: [email protected] to make digital or hard copies of part or all of this work for personal or classroom use isgranted without fee provided that copies are not made or distributed for profit or direct commercialadvantage and that copies show this notice on the first page or initial screen of a display alongwith the full citation. Copyrights for components of this work owned by others than ACM must behonored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers,to redistribute to lists, or to use any component of this work in other works requires prior specificpermission and/or a fee. Permissions may be requested from Publications Dept., ACM, Inc., 2 PennPlaza, Suite 701, New York, NY 10121-0701 USA, fax +1 (212) 869-0481, or [email protected] 2008 ACM 1544-3574/2008/10-ART39 $5.00 DOI =10.1145/1394021.1394032 http://doi.acm.org/10.1145/1394021.1394032

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • 39:2 W. Segatto et al.

    interactions, communication technologies must be used in order to allow usersto send and receive environmental information such as location and usersnearby. Players may interact with real objectswhether they are simple hand-held objects or large rooms. The technologies used in these types of games arewireless to allow players to freely walk without having to worry about plugsand wires. The most commonly used protocols are IEEE 802.11, Bluetooth, andGPRS.

    A few pervasive games have already been developed, such as CatchBob![Girardin 2005], Uncle Roy All Around You [Benford et al. 2003], Human Pac-Man [Cheok et al. 2003] and, most recently, Plundr [Plundr 2007], each with itsown peculiarities and features. The common characteristic among them is thatthey were created with a focus on oneand only oneinteraction technology.

    The main goal of the moBIO Threat Project is to create, through a conversionof communication technologies and the integration of their specific capabilities,an innovative game that provides an improved gaming experience in both in-teraction and localization tracking domains. In addition, the game is meant tobe educational. In other words, its objective is to teach users about one or moresubjects while they are playing.

    The game is also meant to be distributed, so users can set it up in theirhomes and schools. Furthermore, we took into account that most players wouldprobably not have all of the technologies utilized in this project available tothem. Based on this, an adaptation layer was implemented to provide min-imum loss of functionality in case of the absence or failure of one or moretechnologies.

    This article describes the development of the moBIO Threat game, a per-vasive game based on the use of multiple technologies. The article is orga-nized in five sections. Section 2 describes the game plot and some features ofthe game, as well as t game modeling. Section 3 presents game developmentand implementation. Related work is described on Section 4, and concludes inSection 5.

    2. MOBIO THREATThe first stage of development consisted in looking for communication technolo-gies that could provide exchange of data between the players themselves andtheir environment. Since players had to walk, wire-based communication wasrejected from the beginning.

    The second stage consisted in creating the game plot, taking into ac-count all of the technological and educational aspects specified on the projectproposal.

    The game consists of two teams competing to accomplish their own missionswhile trying to prevent the other one from achieving its goals. The genre of thegame is pervasive; players have to physically walk in order to perform the tasksrequired by the game.

    The name, moBIO Threat, combines two words, mobile and bio (frombiological). The name moBIO is pronounced the same as the British mobile;

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • Mobio Threat 39:3

    that is,bile is read as bio, so moBIO Threat means both mobile threat andbiological threat.

    2.1 Game PlotThe game takes place in a university devastated by a major terrorist attackthat has destroyed most of the facilities and communication infrastructuresbetween the campus and the rest of the world. Since the ways out have beenblocked, the terrorists who remained in the area and the military unit that wasgiving a speech got trapped in a confined area of the university. The terrorists(TRs) attacked and kidnapped the biologists at the universitys microbiologylab and stole their research of the past ten years. The research was on thedevelopment and use of pathological agents in rats. So the terrorist now havethe potential to build a deadly toxin and disseminate it. The counter-terrorists(CT) mission is to prevent the enemy from achieving a mutated pathologicalagent from the original one and launching it using a missile. This can be doneby either neutralizing the enemy force or by synthesizing an antidote for theagent being developed.

    The players start the game in a waiting room in which the teams are de-fined; the teams must then report to their bases so they can receive their firstassignments.

    The missions are the means by which teams can earn money and equip-ments to help complete their main goals. Each team has a different mission:the TRs mission includes choosing the pathological agent, searching for itsrequirementssuch as chemical substancesand building a laboratory to syn-thesize it. For CTs, the mission includes finding the kidnapped biologists andgathering information to discover what agent is being developed by the Terror-ist team, so an antidote can be developed.

    2.2 Game FeaturesThere are several items that players can obtain to help them achieve their goalsduring the game. To do so, players must request their commander to acquirethese items. After obtaining them, the commander must give the items to theplayer who acts as the supplier, so he or she can take them some place ordistribute them to the other players. Basically, there are two kinds of items.The first is weapons such as pistols, rifles, shotguns, sub-machineguns, andexplosives charges such as C4, which users can upgrade, obtaining new andimproved weapons to defeat the enemy in combat. The other kind of item aremissile components, such as engines, fuel, warheads, and so on.

    There are some locations that help the teams to achieve their goals. The firstand most important one is the base, from which the team commander controlsthe other players and where players can recover from battle injuries.

    The other locations can be constructed while the game is taking place. TheSupply Center is a small storage unit where armor and other items can bestored and retrieved; the Silo is used to assemble the missile and launch it; theBunker is an area protected against missile attacks and pathological agents;

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • 39:4 W. Segatto et al.

    Fig. 1. Game modularization diagram.

    the Laboratory is used to synthesize the agent; and the Intelligence Center,which can be constructed only by CTs, retrieves information about the otherteam.

    When two or more enemy players are physically close to each other, they caninitiate a combat, utilizing their personal armory. If the loser does not die andchooses to surrender, he or she is taken to the enemy prison. If he/she dies,he/she leaves the game.

    2.3 Game ModelThe game structure is divided into layers and modules. Figure 1 shows thegame modularization diagram.

    The user interface is the highest-level component of the game. It is responsi-ble for rendering the game elements such as maps and user and team informa-tion. It also handles user commands and activates the corresponding moduleon the game engine. The user interface also handles alerts and messages to andfrom the players.

    The game engine is the core of the software. It is connected to the userinterface and to the communication protocol, and is responsible for processingthe game, for controlling and interpreting the information acquired from thegame server, and for updating the game interface.

    The communication protocol handles the exchange of information betweenthe players and with the game server; see Section 3.2 for details.

    The adaptive interaction layer is the means by which the communicationtechnologies used to interact with the world are centralized and made trans-parent to the communication protocol; this module is explained in detail inSection 3.8.

    The remaining modules are technology-specific, with reference to hardware-software integration; described in Section 3.

    3. IMPLEMENTATIONThe game can be played by up to eight players. Each team has a Commandantresponsible for assigning players to missions and for controlling the acquisition

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • Mobio Threat 39:5

    Fig. 2. The games main screen.

    of items. Other players have functions within the team; they can work as Sup-plier, Medic or Engineer.

    The Supplier is responsible for requesting armor and other items, gettingthem from the Commandant, and taking them to specific places or players. TheMedic can heal the other team players and himself/herself. The Engineer iscapable of building the support locations for the team.

    3.1 Personal EquipmentEach player carries his or her personal device, which is a Tablet TC1100 fromHP. The Tablet has a Celeron M 1.0GHz processor and 256MB of RAM, withbuilt-in loudspeaker and microphone. It also has built-in Bluetooth and Wi-Fi(IEEE 802.11) cards. Players can use a removable keyboard to type their namesand login information when the match is about to start; it is detached afterwardsto minimize the weight of the mobile equipment. Due to the absence of a physicalkeyboard and mouse, and to make the inputs easier, players utilize the Tabletspen to interact with the game software. Figure 5 in Section 3.8 shows the gamerunning in the device.

    3.2 Game SoftwareThe game software was developed using Java, conforming to the J2SE version5.0 libraries and specifications. The game interfacesee Figure 2consists offour main sections. The left column (number 1 in Figure 2) shows the playerrank, the items being carried in the personal bag, and the items wanted forthe current mission. The lower left corner (number 2) has information aboutthe player, such as name, team, and health; the health level is shown by agraphical percentage-based bar. The bottom of the screen (number 3) contains

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • 39:6 W. Segatto et al.

    the games events and warnings and provides feedback on the status of theconnected interaction devices such as RFID and Bluetooth. It also features asearch-for-enemies button, which enables scanning for enemies to enable com-bat between the players. The bigger section (number 4) contains the map of thegame area, which shows information about the location of friends, places, anditems in general. The localization-tracking method is described on Section 3.9.The locations of the game components on the map are updated when changesin position are detected via a coordinate-based module.

    Since the beginning of the games development, the communication protocolwas meant to be as well optimized as possible. The exchange of data between theplayers and the server and between the players themselves is based on keywordbytes and the content of the messages. There are around 15 keywords, each onerepresenting one type of object being transferred on the network, and there aretwo kinds of communication: client requests and client dispatches. The firstsrefers to situations where the client needs information or an operation from theserver such as requesting the current mission of the team and login/logout op-erations. The other happens when the client wants to send updated informationabout him/herself to the server.

    The exchange of data begins when the client-side of the connection sends oneof the keywords to the server. If it is a client request, it waits until the serverreplies to the request; if not, the client also sends the content of the dispatchsuch as text, numeric values, or more complex data such as specific objects.

    On the server-side of the connection, the game server features a multitasklistener that handles all of the requests and dispatches; it is always listeningfor a keyword byte to arrive and behaves differently for each one. Whenever aknown code is received, the server executes the operations of the task: if it isa client request, it sends the requested information; if not, it performs anotherreading to acquire the content of the message.

    Due to its optimization, the communication protocol coding was more com-plex and more difficult to develop. On the other hand, the required networkbandwidth was insignificant.

    The moBIO Threat server also features two important modules, the eventserver and the coordinate manager.

    The first module informs the players about the games status; it is responsiblefor routing messages and alerts to the players. These notifications are storedon the match log and sent to specific players, depending on their origin. Someexamples of messages that may be sent are game started, item acquired,and player arrested. Notifications are sent for information only; changes inposition are handled by the coordinate manager.

    The coordinate manager is the module responsible for updating the clientsmaps based on localization events. The information is taken from user inter-actions such as entering a room or getting an item. (The localization trackingprotocol is discussed in Section 3.9.) Since the game is meant to be set-up andplayed at different places, items and rooms must be set-up the first time thegame is played.

    The team commandant also has an administration module, from which heor she can send orders to the other players.

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • Mobio Threat 39:7

    Fig. 3. Wi-Fi coverage and access point placement.

    3.3 WirelessCommunication between the players and the server is established by a Wi-FiIEEE 802.11 network. The access point is a Cisco AIRONET 1100. To providemaximum range and signal coverage, the AP was placed in the corner of the Bbuilding in Center 6 at the university, as in Figure 3.

    The access point provides a maximum range of 100 meters and covers anarea of around 7000 square kilometers. Wi-Fi technology is the main means ofcommunication in the game, since the users are within the range of coveragealmost the whole time. Localization and messaging events are communicatedthrough the Wi-Fi connection.

    Because there are trees and walls, players may eventually enter a dead spot,and thus terminate the connection. However, a reconnection module was de-veloped to guarantee reconnection as soon as the player leaves the dead spot.When the signal is lost, the map becomes unavailable and an animated staticsignal image informs the player of the loss.

    3.4 BluetoothWe used Bluetooth technology to provide interaction between the players oncethey become physically close to each other. The avetana [AvetanaBluetooth2007] library was used to integrate the Java software and the built-in Bluetoothcard, and the protocol was the RFCOMM.

    The Bluetooth scan engine is usually very slow because it has to find alldevices in its range and then look for active services on them. Initial test resultsshowed that it could take up to 20 seconds to find an enemy. This amount oftime was too long, causing loss of dynamism. Further optimization and testsreduced the search and connection times by half, to 10 seconds. This amountof time could be reduced even further if a more complex search structure wereimplemented.

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • 39:8 W. Segatto et al.

    Fig. 4. A RFID tag on a tree.

    If a player wants to fight, he or she must click the Enemy Search button(Figure 2, bottom-right corner) to initiate the search and engage in battle. Theplayer that loses the battle may leave the match or be taken to the prison ofthe enemy team.

    If a player uses a device that does not have Bluetooth, he or she can still playthe game and interact with objects, despite not being able to fight enemies;communication with the server and with other players, established via IEEE802.11 (Wi-Fi) technology, is not affected or compromised at all.

    3.5 RFIDThe Radio Frequency Identification (RFID) technology is also present in moBIOThreat. RFID tags are meant to be stuck on game objects like trees and rooms. Toread the tags, players must carry a RFID reader, connected via USB to theTablet, and bring the reader close to the tag. The RFID reader is the TexasS4100 MFR (Multi-Function Reader) evaluation kit and the tags are plastic, asshown in the Figure 4. The tags are passive, so the distance from the readerhas to be of some centimeters.

    3.6 QR CodeQR Code is a technology that graphically stores data in a two-dimensionalmatrix. A QR Code tag can store up to 7KB of data in several square centimeters.Although it needs a camera to read the tag, the tags can be printed on any kindof paper and by a regular printer (inkjet, for example). QR Code is utilized toprovide object interaction.

    3.7 IrDAThe infrared technology is also supported by the game. Since the Tablets havebuilt-in IrDA ports, no additional hardware is necessary. The module to beplaced on the objects, however, is more complex, and demands specific hardwareand microcontroller programming and a battery.

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • Mobio Threat 39:9

    3.8 The Adaptation Layer for Object InteractionThis is the module that communicates with the technology-specific hardware-software interfaces. Its function is to permit object interaction even when oneor more technologies do not operate or are not present. Object Interaction willwork with the technologies available to the user. For instance, if the user doesnot have a camera for QR Code, moBIO Threat will automatically detect itsabsence and disable the QR Code module.

    It could happen that the player does not have any of the specified technolo-gies. When this happens, he or she can still interact with the objects by typing,on a virtual keyboard, the alphanumeric code on the item modules.

    The item module that supports all of the technologies is a box-shaped hard-ware component with a QR Code tag on the outside, an RFID tag inside, witha marker indicating its position on the outside, and an embedded IrDA moduleand battery with the infrared LED partially outside, and a marker indicatingthe position of the LED. The alphanumeric code for typing is printed along withthe QR Code tag.

    When an item is detected, the hardware components activate the listeners viathe game software. The identification numbers are obtained and the adaptationlayer is activated, generating an output message that is based on a commonstandard. The message is transmitted to the server, which queries the databasefor the item corresponding to the unique code. The item is then dispatched tothe client, which causes a confirmation screen to appear, as in Figure 5, withthe message Do you want to enter room 202?

    3.9 Location TrackingThis is a very important aspect of pervasive gaming. There are a lot of tools thatcan help improve tracking accuracy, such as multiple Wi-Fi antennas and ul-trasound or radio-frequency sensors, to name a few. The problem with this kindof tracking is that it demands complex installation and location-training, andmost of the time the installation of specific and relatively expensive hardware.(The GPS system was discarded because it does not cover indoor locationsavery desirable feature for the purposes of the game.)

    Since the project is designed to be portable, the methods of localization track-ing were simplified; a change in position is detected only when the user interactswith objects and rooms that have already been mapped and registered.

    Future work will enable a player to set his or her current location by clickingon the map, to inform the team as to where he or she is, thus facilitating requestsfor support or trade of items, for example.

    Concerning dynamic maps, they can be drawn depending on where the gametakes place. A module will be developed to permit easy registration and local-ization of objects and rooms.

    3.10 The Game ExperienceThe match starts with all of the players in the Start Room, where the teamsare defined and then go to different start locations. At this point, the serversends the game start signal to all of the players, and teams receive their first

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • 39:10 W. Segatto et al.

    Fig. 5. Interaction with rooms. The Do you want to enter room 202? message.

    assignments. The search for items or places then begins, and the players canstart to explore the game area to find them. As they interact with objects, theirposition on the game map is being updated, so players can know where the teamplayers are. The items can be taken to specific rooms that work like the teamlaboratory, for examplethis way, missions are being accomplished. During thematch, players can activate the enemy search button, which triggers a scan forplayers nearby and makes the combat module active if at least one of them isfound.

    moBIO Threat features a way of playing that is completely different fromwhat people are used to. During the game, players must look for specific objectsor places many times. They have to walk and explore the game area to gatherthe wanted items, which are always real objects; users can see and touch thegame elements such as trees and rooms.

    Since team players have the same objectives, they are constantly talking toeach other, setting up strategies, and trading information about items and ene-mies. Hence there is a strong sense of collaboration among team players. Thereis also a sense of enhanced competition, since enemies can be seen, followed,and challenged.

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • Mobio Threat 39:11

    Fig. 6. Players at an moBIO Threat match.

    The interesting feature is that the game automatically provides virtual feed-back for actions being taken in the real world, such as walking or interactingwith objects. The map can be used to find those objects and also locate teamplayers, following and encountering them.

    The moBIO Threat expectations were accomplished. The game brings aninteresting, captivating, and innovative way of playing. Figure 6 shows playersat a moBIO Threat match.

    4. RELATED WORKBlueGame [Solon et al. 2005] is a game that features two-dimensional multi-player combat based on the Bluetooth technology. It is played by two playerscompeting with each other. The game consists in choosing three cards and theirpriority of use; each card has its own power and amount of energy required toinflict the power. The objective is to decrease the opponents health points downto zero. Unlike moBIO Threat, BlueGame was designed to be aplayable only byplayers close to each other.

    CatchBob! [Girardin 2005] is a collaborative multiplayer game, in whichthe players participate in a virtual hunt to catch Bob, a virtual character inthe game area. Players have to surround Bob to win the game. This is doneby executing the strategies set up at the beginning of the game and throughcommunication by drawings. Players use Tablet PCs and iPaqs to play the game.Players are connected by a Wi-Fi (IEEE 802.11) network, whose antennas andaccess points also work to provide means of localization. Accuracy and coveragevalues were not made available. In this game, players just walk to certain placesand then surround Bob (or not); they must then go back and restart the match.moBIO Threat features object interaction, which makes the game substantiallymore attractive by adding the possibility of changing the course of the gamethrough objects or places at specific locations.

    Uncle Roy All Around You [Benford et al. 2003] takes place in the city ofLondon. The objective of the game is to find Uncle Roy by following the clues

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • 39:12 W. Segatto et al.

    given to them and physically walking around the city. In exchange for theirpersonal possessionsto increase a sense of disconnection from the everydayexperience of the real word the street players were given hand-held computersto begin their search. They could communicate with each other through audiomessages. The online players, who were also given hints, could help the streetplayers. They could communicate with other online players via webcam. Thegame ends in an actual office, which the players are invited to enter (if they findit) and then taken to a limousine where they engage in a contract to help theother players. A players position is defined by sliding a me icon and clickingan I am here button. Aside from being an insecure and inaccurate means oflocalization, this was not a problem, since the hints were only given in specificlocations and had no meaning if the player was in another place. Networkingwas established by a GPRS connection. The difference between moBIO Threatand Uncle Roy All Around You is that the later could not be played more thanonce or twice by each player, since the paths to Uncle Roy were always thesame. The game does not feature object interaction and localization trackingat all.

    Human PacMan [Cheok et al. 2003] is a pervasive version of the arcadegame, PacMan, developed in 1980 [Knight 2004]. It utilizes augmented realityto construct paths by which the player acting as PacMan has to walk, collectingvirtual cookies on his or her way. Other players, who play the role of ghosts,can pursue PacMan and catch him/her. The game uses Bluetooth to interactwith objects that can provide a ghost devouring ability. Players have to get holdof the objects (usually cans) to enable a capacitive sensor that activates theembedded Bluetooth device inside it. The positioning system is based on GPS,and networking is established through the IEEE 802.11 protocol. Players makeuse of a light-weight wearable computer made up of a head-mounted display(HMD), a video camera, a Wi-Fi card, a hard-drive, a GPS antenna, batteries,and other modules. The problem with using GPS is that although it is veryaccurate in outdoor locations, it cannot be used in indoor locations or in placeswith high buildings nearby. As we said before, moBIO Threat discarded a GPS-based localization system because the game was designed to be played in anylocation, indoor and outdoor.

    Plundr [2007] is another pervasive game; it is an adventure game whereplayers sail from island to island aboard a pirate ship buying, selling and fight-ing for goods [Kotaku 2007]. However, the islands that can be sailed to aredetermined by the physical position of the player. Plundr is available for thePC, and will be supported by Nintendo DS. The localization tracking is basedon thee Wi-Fi Positioning System (WPS). No further details about this projectwere available, since it was still under development. The point isfor moBIOThreat as wellthat Plundr can be played at several locations, thus increasingthe number of potential players.

    5. CONCLUSIONPervasive gaming is a challenging domain because it deals with networking pro-tocols, game design, game planning, and social interaction and collaboration.

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • Mobio Threat 39:13

    Network modules must be tough enough to handle events such as loss of con-nection. Therefore, a reconnection protocol must be implemented. The gamedesign has to be intuitive and easy to use; for instance, players should not needto read long texts while playing. In other words, the game interface should notinterfere with the games dynamism.

    The hardware that players carry must also be as light as possible; the gameshould not be exhausting, but interesting and engaging.

    However, the technologies that pervasive gaming depend on are not perfect.They are not readyor simply are not designedfor gaming. Hence complexframeworks have to be implemented in order to get better results from theinfrastructure provided by the technologies.

    A major issue for pervasive gaming is localization tracking: It is very difficult,and expensive, to cover mixed areas such as cities, fields, and indoor locationsand to track players and objects with accuracy up to a few meters. There are alot of tools that provide tracking capabilities, but they are not simple to set upand to configure.

    An important aspect of moBIO Threat is that it is an educational game.During the game, the players have to, for example, work with pathologicalagents and chemical reactions to them. So players must gather informationabout game elements by learning how domain-specific subjects work; chemistryand biology are our games educational objectives.

    But the most notable aspect of a pervasive game is undoubtedly the socialinteraction and collaboration that it necessitates. In moBIO Threat, being ableto talk to other players, to create and exchange game strategies, to actuallysee what other players are doing and where the enemies are, makes a gamingexperience that is completely different from what people have been used to.moBIO Threat provides a sense of physical interaction, of touching real objectsthat are part of the game.

    The game infrastructure provided a cheap, flexible, and easy to set up gameenvironment. The only mandatory technology is the IEEE 802.11 Wi-Fi.

    REFERENCES

    avetana JSR-82 implementation. http://www.avetana-gmbh.de/avetana-gmbh/produkte/jsr82.eng.xml. Accessed July 2007.

    BENFORD, S., FLINTHANM, M., DROZD, A., ANASTASI, R., ROWLAND, D., TANDAVANITJ, N., ADAMS, M.,ROW-FARR, J., OLDROYD, A. AND SUTTON, J. 2003. Uncle Roy All Around You: Implicating the city ina location-based performance. http://www.amutualfriend.co.uk/papers/3.Uncle Roy at ACE. pdf.Accessed July 2007.

    CHEOK, A. D., FONG, S. W., GOH, K. W., YANG, X., LIU, W., AND FARZBIZ, F. 2003. Human Pacman: Asensing-based mobile entertainment system with ubiquitous computing and tangible interaction.InProceedings of the 2ndWorkshop on Network and system Support for games (Redwood City, CA),ACM, New York, 106117.

    GIRARDIN, F. 2005. Pervasive game development today. http://www.girardin.org/fabien/catchbob/pervasive/. Accessed July 2007.

    KNIGHT, W. 2004. Human PacMan hits real city streets. http://www.newscientist.com/article.ns?id= dn6689. Accessed July 2007.

    KOTAKU. WiFi Plundr Coming to DS. http://kotaku.com/gaming/gps/wifi-plundr-coming-to-ds-266488.php Accessed July 2007.

    Plundr . http://plundr.playareacode.com/. Accessed July 2007.

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.

  • 39:14 W. Segatto et al.

    SOLON, R., HAHN, R. M., AND BARBOSA, J. 2005. BlueGame: Um Jogo Movel Multijogador baseadoem Comunicacao bluetooth. Universidade do Vale do Rio dos Sinos.http://www.inf.unisinos.br/barbosa/textos/WJOGOS 2005.pdf. Accessed June 2007.

    Received November 2007; revised April 2008; accepted June 2008

    ACM Computers in Entertainment, Vol. 6, No. 3, Article 39, Publication date: October 2008.