Showing posts with label Wearable Technology. Show all posts
Showing posts with label Wearable Technology. Show all posts

Friday, September 8, 2017

Citizen Science and Knowledge Games

In this article, game designer Sande Chen discusses the concept of citizen science, and how it can be embraced by game designers.

On Monday, August 21, 2017, residents of the contiguous United States witnessed a total solar eclipse for the first time since 1979.  Because of the rarity of the occurrence, which will not occur again in the U.S. until 2024,  hundreds bought special eclipse glasses to watch, but some members of the public, as citizen scientists, aided in scientific research by sending temperature data to NASA or by recording animal behavior in a citizen science app like iNaturalist. Amateur photographers contributed to a time-lapse photo spread of the eclipse. Through the combined efforts of researchers and the public, a large amount of data was able to be collected about the total solar eclipse.

Total solar eclipse August 2017
Citizen science, which engages the public to participate in scientific research, is not a new practice.  Communities of citizen scientists have been active in mapping the stars, counting butterflies, watching birds, and monitoring coral reefs.  Could such communities be galvanized as game players, who through the process of playing games further scientific knowledge?  Associate Professor Karen Schrier, Founding Director of the Games & Emerging Media program at Marist College, asks this very question and more in her book, Knowledge Games.


FoldIt, the protein folding puzzle game, is the most well-known example of this type of game. As documented in the article, "FoldIt Gamers Solve Riddle of HIV Enzyme Within 3 Weeks," the results from FoldIt players has led to scientific breakthroughs, research papers, and in improvements to AI algorithms. Yep, it turns out humans are better than computers at solving certain types of puzzles, especially those requiring intuition and a basis in cultural understanding.

In the past, I had an interesting challenge:  to design a game to generate data about obesity rates and general health indicators over a period of a year.  The project at first had more of a gamification focus and then morphed into the ARG Lumeria.  It provided insights on designing and writing for wearable technology, which would serve as the main way of data collection.  But Schrier argues that these games are more than just about gathering data, but about increasing knowledge, which is why she uses the term, knowledge games, instead of other terms like "crowdsourced games" or "citizen science games."  Data needs to be contextualized, analyzed, and interpreted.  Games like Happy Moths and Galaxy Zoo, which involve classification and categorization of images, do seem to be more about data sets, but as mentioned above, FoldIt and experiments like bullying sim SchoolLife have demonstrated that the intuition shown in human thought processes may be used to improve algorithms or model behavior.

At present, there appears to be three design approaches for knowledge games.
  • Gamification  -  In games like Happy Moths, players receive scores based on tasks.  The common highlights of gamification are present: leaderboards, high scores, badges, game elements rather than gameplay.
  • Separation - In some games, like Reverse the Odds, the gameplay is separate from the knowledge-producing task. Instead, players in Reverse the Odds classify cancerous cells in order to earn potions to continue or better gameplay. 
  • Integration - In games like FoldIt, the gameplay is essential to the knowledge-producing task. FoldIt players use the same tools as scientists would, but that is not necessarily the case. In Play to Cure: Genes in Space, players pilot a spaceship and by doing so in an optimal way, DNA microarrays from breast cancer research are analyzed. However, Schrier states that not all of these games are integrated fully or well, which may make the game feel like a construct, or wrapper, for the knowledge-producing task.
Besides the design of knowledge games, Schrier tackles many issues in her book concerning knowledge games, including the ethics of possibly profiting from such volunteerism (would they be player laborers?), or even the ethics of creating such games since they may not even be created for social good. Do knowledge games need to promote social change?  There is also concern over who exactly is contributing and playing and if this "wisdom of the crowds" is acceptable.  "What if," Schrier muses, "players work through the possible scenarios to tribal peace in The SUDAN Game, and the resulting finding is that two of the tribes need to be decimated?" These are interesting questions for interesting times.  We may need to continue our exploration into knowledge games by creating more knowledge games.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.  









Friday, July 8, 2016

Upcoming Wearable Tech

In this article, game designer Sande Chen previews upcoming wearable technology and how it may transform the way we live our lives.

While much excitement has been generated by the potential of high-end VR devices, Oculus Rift and HTC Vive, and the more affordable smartphone-using Google Cardboard and Samsung Gear VR, I'd like to spotlight two more technologies coming to consumers.  Microsoft HoloLens isn't VR, but what's known as "mixed reality," whereby holographic images are projected atop real environments.  If you've ever played an augmented reality game like Niantic's Ingress, then this is similar except that there's no phone.  This is a head-mounted display.

Here's a video from Microsoft that depicts uses for the HoloLens in daily life, in education, in collaborative workspaces, and in entertainment.


Google's Project Jacquard is technology woven into everyday clothes. Yes, like this upcoming first-ever "smart garment," Levi's Commuter x Jacquard.  Basically, conductive yarns can be woven into clothing, like jeans, jackets, shirts (well, anything fabric), turning them into touchscreen devices.  With the jacket, you can answer phone calls, get directions, and turn on music.  And it's machine washable.  How's that for functional?


Is there any new technology you're excited about?  Let me know in the comments!

For an overview of upcoming new technology, take a look at this guide on Industry 4.0, the fourth industrial revolution.


Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Wednesday, March 2, 2016

Educational Games: The Big Picture Part V

The final article in the educational game development series on Games + Learning, "The World According to Edu-Larps: The Analog Learning Games," explores meta-gaming, the activities and fandom surrounding a game that promote self-directed learning, and how meta-gaming is expressed in analog games and informal settings like museums. Analog games include card and board games, tabletop RPGs, and edu-larps.

Students participate in Mesopotamia Edu-larp
For schools with technological challenges, these types of games may be a more affordable option.  Moreover, analog games provide a social aspect that can't be replicated in digital games and allow educators to change parameters to suit the particular classroom.  Analog games have proven to be especially effective with struggling students and students with disabilities. 

Informal schooling in after-school programs, summer camps, and museums provide children with the opportunity to pursue learning at their own pace and according to their own interests.

In particular, check out the audio interview, which covers material not included in the article. 



Mega-gaming also happens with digital games and it begs the question:  Is the true essence of learning outside of the game rather than inside?  What do you think?  If so, then all those on-board assessment tools may not be uncovering the true state of a student's educational progress.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Monday, January 18, 2016

Latest Game News Here! Press Any Key Games Podcast

Hi!  I had so much fun with the Geeks World Wide Year in Review podcast that I'll now be appearing semi-regularly on the Press Any Key Games Podcast!  If you don't have a chance to catch up on your daily or weekly game news or just want to get a perspective on what others find important, take a listen to the podcast or watch the livestream at the following places:

When we're livestreaming, it'll be on Twitch: http://www.twitch.tv/thegww

If you want to listen, there's GWW Radio on SoundCloud:  https://soundcloud.com/gww-101643494

Or you can subscribe through iTunes:  https://itunes.apple.com/us/podcast/gww-podcast/id462109667?mt=2

Videos are posted on the GWW Web site:  http://thegww.com/category/podcasts/games-podcast/

Finally, if you want to subscribe on YouTube, there's the Geeks World Wide channel 



Show Notes (if you want to check out some of the news stories yourself)

PSA: Amazon Prime gives 20 percent discount on new/pre-release games. (http://bit.ly/1Q6FUzx)
HTC says Vive preorders to start on February 29, with shipping in April. (http://bit.ly/1Q6Dxg1)
VR sticker shock: How Oculus failed to prepare the world for a $599 Rift. (http://bit.ly/1Q6DEbg)
Will Supreme Court tackle 1st Amendment issue in Madden NFL litigation? (http://bit.ly/1Q6DDEn)
Major piracy group warns games may be crack-proof in two years. ( http://bit.ly/1Q6DIIc)
Analyst thinks the Nintendo NX will ‘cannibalize’ 3DS and Wii U sales. (http://bit.ly/1Q6DX64)
2015 was the Japanese games industry’s worst year on record. (http://bit.ly/1Q6DUXQ)
Norwegian high school puts e-sports and gaming on the timetable. (http://bit.ly/1Q6FQQc)
Sony tried to trademark ‘Let’s Play’. (http://bit.ly/1Q6DQau)   
“I am not a terrorist”: Muslim man barred from playing Paragon beta. (http://bit.ly/1Q6G9dR)

Thursday, September 17, 2015

Objects and Storytelling

In this article, game designer Sande Chen discusses the relationship of objects to storytelling.

Over the past few weeks, I've been participating in Sherlock Holmes & the Internet of Things. It's a worldwide experiment, a massive collaboration between creatives in different industries, to create an interactive storytelling experience for visitors to Lincoln Center. I think it merges technology, participatory theater, game design, and narrative.  It's been chaotic and strenuous, yet exciting.  At the end of it, I'm sure what comes out will be the work of many different minds and not a single author.

As a group, we've learned about enchanted objects, like umbrellas that notify owners of predicted rain forecasts.  As an owner of one such enchanted object, a Nabaztag that I dubbed magicbunny, I have marveled at its ability to connect me to other users as well as provide me with traffic, weather reports, indie music, and endless quips.  I have seen how others have programmed their Nabaztags for light shows, mechanical dance, and music.  Every time my Nabaztag spoke to me, I thought of how wonderful it would have been to be a writer for this device.  Such possibilities.


But it is not just connected objects that can speak to us.  All objects can have a story.  You may have heard of this as referred to as environmental storytelling and in games, it's not just about words scrawled in blood on a wall.  You see this in the rich detail a novelist uses to describe what a protagonist sees, hears, senses, touches, and smells.  When you realize that objects have stories, you begin to look closely and make deductions like Sherlock Holmes!  Perhaps that worn-out handle or chip means that this coffee cup holds sentimental value.  What does the rings of coffee on the counter tell you about the person's state of mind this morning?  As a writer, you can reverse-engineer these outward signs that evolve out of a character's inner turmoil.  I find it utterly fascinating that nature trackers could tell if an animal had eaten, urinated or had been frightened, all by looking at the animal's track.  Every object we touch leaves a trace of us.

Slow down.  Observe.  Look at an object and see if it tells you a story.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.  

Wednesday, November 19, 2014

How Wearable Technology Inspires Game Development

In this article, Josephine Tsay considers the gameplay possibilities when the player's own biology is used as an input and how the blending of physical and virtual can lead to a truly personalized gameplay experience.

New devices not only change the way we play, but the way we re-imagine the player experience. What is interesting about the intersection between wearable technology and health games, is that it removes the hardware controller as an input barrier, and puts the agent, or the player, truly at the center of the experience. Because of wearable device technology, player experience is no longer limited to pressing plastic buttons. The player is now directly using his or her biology as one, or many, inputs.

Consider, for example, using one’s own arm as an input controller1. Imagine the player is touching his/her arm to engage in gameplay. What analogies and metaphors can we, as game designers, extend with that interaction? The neural impulses that occur from a player pressing his/her own skin can trigger a very visceral response as compared to the player just tapping on hardware. A new player empathy map2 subsequently emerges, including the potential for new game scenarios. What types of horror games can push this analogy? How does this inform other genres? What is the potential to teach gameplay through this type of input from the start, the way even the menu screen for Megaman3 teaches the shooting mechanic from the get-go?

What wearable technology does for games is to bring this direct type of cause and effect feedback between virtual and physical environments. In gaming, “wearable technology” often evokes variations of next generation head mounted displays of the Oculus Rift/Google Glass variety. Yet, there are examples of various health related devices with the potential for unique immersive experiences and gameplay using the body as an input device, even if the primary purpose of the device was not intended for games. The LUMOback posture sensor4 is better known to be a posture improvement device. In its app, however, there is a stick figure that shifts, in real time, to your body movements. The magic moment there consists of a combination of how you’re moving your body, how the avatar on your phone is responding to it, and then a very physical sensation of the belt vibrating against your lower back depending on the settings. The angle of how one positions his or her body can now be part of the game design consideration set. Now, this particular device was not designed for games, but the potential of this type of interaction can serve as inspiration, at the very least, for innovative gameplay.

The intersection between wearable technology and health games is an interesting one, if mainly because it blends physical and virtual worlds in a way that goes beyond “just for fun.” Phobious “uses your smartphone as a Virtual Reality device to expose you to those situations that you fear, slowly and gradually.” Thync “creates wearable consumer products that use neurosignaling to shift your state of mind.” Such developments open up the gate for games using biofeedback to alter levels, as Nevermind strives to achieve with its “haunting gameplay experience” where “a biofeedback sensor will monitor how scared or stressed you become moment-to-moment.” By using biofeedback and neurosignals, the player experience can be further personalized in a way that’s specific to the individual player. Layer that with player types, and a game can really feel like it’s been especially crafted for you.

Nevermind screenshot
The next few years will be really exciting as wearable technology continues to disrupt and push the potential of games. As wearable controllers go beyond watches and gloves to jackets and arms, from the screen to the screen-less, the player becomes the center of the game experience in a way that continues to stretch the imagination and propels the industry forward.


1 “Skinput turns your arm into a touchscreen”, Lisa Zyga, http://phys.org/news186681149.html

2 Empathy Mapping, Stanford Design School, https://dschool.stanford.edu/groups/k12/wiki/3d994/Empathy_Map.html

3 http://code.tutsplus.com/articles/weekend-lecture-egoraptor-discusses-megamans-game-design--active-10557

4 LUMOback Kickstarter page, https://www.kickstarter.com/projects/lumoback/lumoback-the-smart-posture-sensor

Josephine Tsay studied at Carnegie Mellon University’s Entertainment Technology Center, and U.C. Berkeley’s College of Environmental Design. Her work spans across story, games, wearable tech, educational tech, and mobile user experience. She worked at Google for several years and is now currently exploring the intersection of psychology and games.

Thursday, November 6, 2014

November 2014: Wearable Technology

Hello and welcome to a new topic for November 2014:  Wearable Technology.

Remember, I'm always taking requests about new topics and even encourage people to write in with their topics and questions.  Be sure to take a look at the submission guidelines along with submission procedure on the right hand side of the blog.  Topic suggestions and articles are welcome!

This month, I've combined a few requests together regarding Health Games, Input Devices, Mobile Beyond Phones into the topic of Wearable Technology.  While Oculus, Google Glass, and smartwatches are not necessarily about health and fitness, there is a whole host of wearable devices and apps focused on healthcare.  I've seen gamification attempts but would like to see more games in this area.

Some questions to consider:
  • How will these new devices impact game design?  How does the interface change the way we play games?
  • What new trends do you foresee?  Will these new devices be embraced by mainstream audiences?
  • How can the data harvested from wearable technology be used in gameplay and in games?
  • How intrusive would be these games, considering the data collected is about an individual and not a fictional character?