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The Design And Experience Of The Location-Based
Performance Uncle Roy All Around You
by Steve Benford, Martin Flintham, Adam Drodz
The Mixed Reality Laboratory
The University of Nottingham (Jubilee Campus)
Wollaton Road
Nottingham, NG8 1BB
United Kingdom
Tel: +44 115 951 4203
Fax: +44 115 951 4254
sdb [@] cs [dot] nott [dot] ac [dot] uk
mdf [@] cs [dot] nott [dot] ac [dot] uk
asd [@] cs [dot] nott [dot] ac [dot] uk
http://www.mrl.nott.ac.uk/~sdb
and Nick Tandavanitj, Matt Adams, Ju Row Farr
Blast Theory
Unit 43a Regent Studios
8 Andrews Road
London, E8 4QN
United Kingdom
Tel: +44 20 7249 5551
Fax: +44 20 7249 5559
nick [@] blasttheory [dot] co [dot] uk
matt [@] blasttheory [dot] co [dot] uk
ju [@] blasttheory [dot] co [dot] uk
http://www.blasttheory.co.uk
KEYWORDS
Mobile and wireless games, performance, location-based,
mixed reality, online, new media, context
ABSTRACT
We present the design of a location-based
game called *Uncle Roy All Around You* that mixes
elements of computer games and live theatre to
create an experience that is accessed by both
mobile and online inhabitants of a city. Street
players journey through the city in search of
an elusive character called Uncle Roy, guided
by online players who journey through a parallel
3D virtual model of the same city and can choose
to help or hinder them. In this way, both street
and online players explore the theme of trust
in remote players, in technology and even in passers-by.
We present the design of *Uncle Roy All Around
You*, summarize feedback from street and online
players, and draw out three general design strategies
for location-based games: use the city as your
canvas, exploit ambiguity, and encourage social
game-play.
_____________________________
INTRODUCTION
Pervasive games extend the gaming experience
out into the real world, using a combination of
mobile devices, wireless networking and sensing
technologies to deliver experiences that respond
to players’ locations, activities and potentially
even their feelings. One approach to creating
pervasive games is to reinterpret classic computer
games, mapping them onto real-world settings so
that players have to physically run about in order
to control their avatars, as demonstrated by *Human
Pacman* (Cheok and others, 2004) and *ARQuake*
(Piekarski and Thomas, 2002). Another is to focus
on social interaction, for example *Pirates!*,
a fantasy game about trading and fighting at sea
(Björk and others, 2001). Educational pervasive
games encouraging learning through physical role-play
as shown by *Savannah*, a game in which groups
of six children hunt as lions on a school playing
field (Benford and others, 2005).
In this paper, we focus on artistic pervasive
games that combine gameplay with elements of live
theatre within the setting of the city streets.
We present a study of such a game called *Uncle
Roy All Around You* that was created by the artists
group Blast Theory and the Mixed Reality Laboratory
at the University of Nottingham. This game was
directly descended from previous collaborations
between these two groups, beginning in 1997 with
*Desert Rain*, a touring a performance that combined
aspects of computer games with live performance
by integrating a collaborative virtual environment
into an extensive physical set (Koleva et al,
2001). This was followed in 2001 by *Can You See
Me Now?*, a pervasive game of chase in which public
players are chased through a 3D virtual model
of a city that they access over the Internet by
performers who, equipped with handheld computers,
GPS receivers and walkie-talkies, have to run
through the actual city streets in order to catch
them (Flintham and others, 2003).
*UNCLE ROY ALL AROUND YOU*
*Uncle Roy All Around You* mixes street
players who journey through a city in search of
an elusive character called Uncle Roy, with online
players who journey through a parallel 3D model
of the same city, follow the progress of street
players, communicate with them, choosing to help
or hinder them. The core artistic theme of the
work is trust in strangers – in remote players,
Uncle Roy, the technology or even passers by.
A STREET PLAYER’S EXPERIENCE
A street player’s experience lasts
for a maximum of one hour. On arrival at the venue
they hand over all of their personal possessions
including bags, wallets, mobile phones and keys,
in exchange for a handheld computer, a ritual
that is intended to increase their sense of anticipation,
vulnerability, dependence on Uncle Roy and isolation
and disconnection from the everyday experience
of the city. An actor briefs them that their mission
is to rendezvous with Uncle Roy and explains how
to use the handheld computer. They then head out
into the city.
Their first task is to find a red marker on the
PDA map (See Figure 1), to get to the physical
location this indicates, and then declare their
position to Uncle Roy. Street players declare
their position by using the stylus to drag the
'me' icon on their PDA map to their current location
and then pressing the 'I am here' button.
Figure 1. Street player’s interface, zoomed
out and in
Whenever they do this, they receive a short text
message back from Uncle Roy that provides them
with a clue as to where to go next. In this way
the street players begin a journey through the
city, following a trail of clues that lead them
in search of their eventual goal – Uncle
Roy’s office.
Figure 2. Following clues in search of Uncle
Roy’s office
The pre-scripted clues are attached to different
regions of the game map and are designed to be
ambiguous – some are relatively direct and
useful, while others are misleading to the point
of being mischievous, encouraging players to follow
diversions, drawing on the history of the local
environment, implicating passers by in the game,
heightening the sense of being watched and also
casting doubt on the intent and personality of
Uncle Roy, especially the extent to which he can
be trusted. Clues also constantly remind players
that they have limited time in which to reach
Uncle Roy’s office and that the clock is
ticking.
For example:
Good. I want you to walk towards the Mall. Watch
a tourist cross the road and follow them. There
are some hidden steps among the buildings. You
have NN minutes remaining.
As they follow clues, street players also begin
to receive text messages from remote online players
who, it becomes apparent, are following their
progress through the city and who appear to know
vital information such as the whereabouts of Uncle
Roy’s office. Street players can reply to
these messages by uploading short audio messages
and so can try to establish a relationship with
online players and enlist their help. However,
online players have their own objectives. They
have been told to enlist street players in the
task of retrieving a postcard from a location
in the city so that it can be posted back to them.
Postcard locations include bars, telephone boxes
and even in the saddle bags of chained up bicycles.
In this way, street players are encouraged to
cross the boundaries of normal behaviour in the
city which in turn tests the limits of their trust
in online players and in the game itself.
This crossing of boundaries becomes more significant
in the final stage of the experience. Eventually
most street players find their way to an office
door whereupon their PDA instructs them to press
a buzzer. The door slides open and they are invited
to step into a deserted office. The office shows
signs of recent habitation – the lights
and radio are on. They are now invited to sit
down and complete their postcard, answering the
question "when can you begin to trust a stranger?"
Figure 5. Writing the postcard in the office
They are then asked to leave the building –
taking the postcard with them – and wait
in a nearby telephone box. The phone rings and
on answering it, a human voice tells them to walk
around the corner and get into a waiting limousine.
An actor climbs in beside them and the limousine
pulls off. During the ride, the actor quizzes
them about trust in strangers, and tells them
that somewhere else in the game another player
is answering these same questions. Finally, he
asks them whether they are willing to enter a
year-long contract to help this stranger if ever
called upon. If they agree, he takes their contact
details. The car pulls up by a public post-box
and the player is asked to post their postcard
– addressed to Uncle Roy – to finally
seal the contract.
Figure 6. The telephone box, limousine and postbox
AN ONLINE PLAYER’S EXPERIENCE
An online player, connected to the game
over the Internet, journeys through a parallel
3D model of the game space. They move their avatar
through this model, encountering and (text) chatting
with other online players. They also access details
of current street players in the game, including
their name, gender, description and a photograph
that was taken when they registered to play. They
can send private text messages to individual street
players and can listen to their most recently
uploaded audio message.
Figure 7. Online player’s interface: own
avatar (white figure), street player cards (right),
street player’s position (red sphere) and
text message boxes (bottom).
Online players find photos embedded within the
3D model, showing the view on the actual city
streets from this vantage point, one of which
is labelled as Uncle Roy’s office (Figure
8).
Figure 8. Accessing a photo of the office door
Finally, whenever a street player enters Uncle
Roy’s office, online players are invited
to join them. This involves seeing a live webcam
view looking into the office, which enables them
to see the street player in person for the first
time (Figure 9).
Figure 11. Seeing the street player on the office
webcam
At this point, they are asked the same questions
as for the street player in the limousine, including
whether they will commit to help a stranger for
the next year, in which case they enter their
personal contact details.
After the game, street players and online players
who made a commitment to help a stranger are (manually)
paired up and sent each other’s contact
details. They have entered a year-long contract
to help one another.
FEEDBACK FROM *UNCLE ROY ALL AROUND YOU*
We now focus on how players experienced
*Uncle Roy All Around You*. At the time of writing,
the work has toured to three U.K. cities, London,
Manchester and West Bromwich. The following observations
draw mainly on direct feedback from players through
interviews, emails and completed questionnaires
that were filled-in by street players directly
after their experience, as well as on discussions
among the production team during debriefing meetings.
It appears that *Uncle Roy All Around You* was
often a compelling experience, especially for
street players who used words such as "mistrust",
"ambiguity", "scary", "paranoia",
"safety", "fear", "lack
of control", "strangers" and "trust"
to describe it. Analysis of players’ comments
suggests that such reactions arose from several
features of the experience. First, street players
were conscious of the feeling of being watched
while they were in a public place, which was heightened
by being alone in the city:
"That whole feeling of being on your own
and trying to do something which to me is quite
scary – you don’t know if you are
doing it right." … "scary but
great."
These feelings were established through the initial
briefing ritual, as one player described:
"Players were asked to leave all possessions
at the ICA [Institute of Contemporary Arts] so
I had no watch, mobile or map. This worried me
because I didn’t know the area and when
directed to Pall Mall or other places, I had no
idea where these were and unfortunately, the people
I asked for directions got it wrong resulting
in me heading in the wrong direction. This, however,
didn’t detract from the experience."
As this player also suggests, a key strategy
was to implicate passers-by in the game, even
when they were not involved, for example through
clues that suggested following strangers. Street
players commented on this tactic:
"I liked the instructions to follow ppl
[people]."
"The sense of looking at everyone and thinking
that they are part of this."
"I don’t think I saw any mad people
in the street as I was expecting – although
I suspected everyone."
"The area it was played in gave you the
feeling of everyone in London passing being involved."
"Not knowing who at first was a performer
and who was not a performer – everyone is
a performer."
And some street players were even led to interact
with strangers:
"Asked a bunch of strangers if they were
Uncle Roy."
The use of live actors towards the climax of
the experience was clearly a significant factor,
especially as they were encountered close-up in
a one-to-one situation:
"The physical intervention to street players
was great."
"The feelings of uncertainty and mistrust
I experienced when facing your street actors."
Street players also appreciated interaction with
online players:
"The kind online gentleman guided me at
just the right time."
"By asking online players I managed to engage
their attention + help and find number 12."
"When it worked the communication between
online & street players was excellent."
Although some players clearly wanted more contact:
"I didn’t get any help from online
players. I felt a bit abandoned or disconnected
too."
"Sometimes difficult to get info from online
players."
As anticipated, another key feature of the game
was going into places where you wouldn’t
normally venture, such as the empty office and
especially the limousine.
"Enjoyed going into the building."
"At one point near the end you were directed
to get into a car. I felt uneasy about this because
you 'never get in a car with a stranger' but you
assume it must be part of the game because of
the sequence of events that lead you to that point.
I probably wouldn’t have got in the car
if there weren’t this sequence of events
leading up to it."
This latter comment shows that, ultimately, street
players trust the game producers to look after
them, assume that they have been given permission
to cross certain boundaries and that they are
operating within a safe framework. As one player
put it:
"The last bit was very odd – but u
didn’t feel too uncomfortable. The set up
is lightly connected - it is not blind trust as
I have some institutional trust in Blast Theory
and the ICA."
There were also suggestions for improvement.
A common frustration was with the reliability
of the technology (nearly always due to problems
with GPRS networking). Although we tried to spot
such problems early on from the control room and
send an actor to help, ideally without breaking
the flow of the experience too badly, street players
would sometimes have to wait for minutes for reconnection
or on a very few occasions abandon the game altogether.
Several players commented that the clues were
too simple and that the game could have been more
taxing or could have avoided you following a set
route. Certainly, a few players finished very
quickly (within 20 minutes), perhaps because they
were 'lucky' or maybe because an online player
guided them to the office straight away. Related
to this many players said that they would have
liked a longer experience. There were also a few
frustrations that arose from physical bottlenecks,
for example having to wait while the phonebox
was being used. Finally, street players mentioned
wanting to be able to share the experience with
other street players afterwards. Given the highly
subjective nature of an experience such as *Uncle
Roy All Around You*, at least when compared to
a conventional theatrical performance, it seems
that it may be important to provide a way of players
being able to discuss and compare experiences.
Turning now to the online player’s experience,
our overall sense is that thus was often less
compelling or coherent than that of street players.
The main role for online players was to guide
street players and their main payoff was to persuade
them to retrieve a postcard and to see them on
the office webcam. We feel that this experience
was most rewarding if a player had first completed
the game as a street player as they would better
understand the goals and structure of the game,
emphasize with street players’ feelings
and possess enough knowledge to be able to guide
them or indeed, otherwise manipulate them. Conversely,
the experience often seems to have been confusing
for those who hadn’t first been on the streets.
ANALYSIS – THREE DESIGN STRATEGIES
FOR LOCATION-BASED GAMES
Our analysis of these empirical results
leads to three broad design strategies for location-based
games.
Strategy 1: Use the city as your canvas
Our first strategy is to exploit the existing
physical world – in this case the city,
complete with its streets, buildings, history
and not least its people – as the backdrop
for the experience. Perhaps the most successful
aspect of *Uncle Roy All Around You* is the way
in which it draws on elements of the city, in
both its general theme and through the details
of its clues. Three specific tactics here are:
- Refer to real-locations and draw on the events
associated with them. The clues in *Uncle Roy
All Around You* refer to real places and events
that happened there.
- Use physical locations. Another possibility
is to make direct use of physical locations (in
our case, the office, phonebox, and limousine)
in a further attempt to blur the boundary between
fiction and reality, although this can introduce
physical bottlenecks into the experience (our
crew in the control room and on the streets had
to expend considerable effort in managing access
to these spaces and stalling some players so that
several did not reach these places at the same
time).
- Implicate passers-by. The city is already full
of actors even if they are not conscious of it.
A particularly powerful feature of our experience
is the way in which it suggests that they are
part of the game.
- Mix live action with pre-programmed content.
This is clearly a powerful tactic, although given
the expense involved, it may be limited to a few
key moments.
- Encourage participants to SAFELY cross the
boundaries of normal behaviour - we have seen
that this can lead to powerful experiences, but
also that it needs to be employed carefully as
part of a clearly defined relationship between
participant and designer/producer. Under the surface,
participants must be able to judge what is genuinely
safe and what is not while being able to suspend
disbelief and feel what is might be like to take
risks – but without actually doing so.
Strategy 2: Exploit ambiguity
A second strategy is to use ambiguity to provoke
participants, asking questions without giving
answers. *Uncle Roy All Around You* employs ambiguity
in several ways to create a provoking experience:
the 'task' itself is open-ended; the clues are
puzzling and invite interpretation, as does the
nature of the relationships between players and
Uncle Roy. This strategy captures one of the essential
differences between artistic experiences and other
more conventional applications of computers, which
are concerned with giving accurate information
and supporting efficient completion of tasks and
in which ambiguity is seen as a problem. The deliberate
use of ambiguity to create engaging interfaces
has been discussed in (Gaver and others, 2003)
which raised three general design approaches:
- Ambiguity of information: Present information
in a way that demands interpretation, for example
deliberately reducing its resolution or in contrast,
presenting it in an overly precise way in order
to question its validity. This strategy can be
seen in the design of Uncle Roy’s clues.
- Ambiguity of context: Where an experience deliberately
juxtaposes different structures or genres and
so provides multiple simultaneous contexts for
interpretation. This is reflected in our mixing
of game and performance and the juxtaposition
of the physical and virtual worlds.
- Ambiguity of relationship: Where an experience
calls into question the relationship between the
participant and the material, challenging them
to make intellectual, aesthetic or moral judgments.
*Uncle Roy All Around You* involves extensive
use of ambiguity of relationship by questioning
the relationship between a player, Uncle Roy,
other players and passers by.
Strategy 3: Encourage social gameplay
Our third strategy is to draw on the social relationships
between different participants. While there is
a significant amount of pre-scripted content in
*Uncle Roy All Around You*in the form of the map,
the associated clue trail and scripted live performances,
feedback from players shows that the improvised
interactions between street and online players
were also a significant part of the experience.
One tactic here is to deliberately give different
players distinct perspectives, motivating them
to exchange information and work together. This
means aiming for quite different, but connected,
physical and virtual worlds, rather than a seamless
augmented reality style experience. We see this
approach in *Uncle Roy All Around You* where online
players can help street players and also in the
chase game *Can You See Me Now?*, where online
players perceive the physical world through the
talk of the street players rather than seeing
it directly.
In conclusion, by carefully employing strategies
such as these, we believe that artists will be
able to create powerful and compelling experiences
that directly involve the public as participants,
that are situated in the city streets and that
draw on mixture of live performance and theatre.
While there are clearly many issues yet to be
explored, we hope that our approach and the strategies
that we have suggested will lead to compelling
new forms of pervasive games and related experiences.
ACKNOWLEDGEMENTS
We gratefully acknowledge the support
of the Engineering and Physical Sciences Research
Council (EPSRC) through the Equator project, the
Arts and Humanities Research Board (AHRB), the
Arts Council of England, the collaboration of
Amanda Oldroyd and Jon Sutton at British Telecom
and additional financial support from Microsoft.
_____________________________
BIBLIOGRAPHY
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AUTHOR BIOGRAPHIES
STEVE BENFORD is Professor of
Collaborative Computing at the University of Nottingham
and a founder of the Mixed Reality Laboratory.
He is also a principal investigator on the U.K.'s
Equator project, a six-year, eight-partner initiative
that is investigating the interweaving of physical
and digital interaction for everyday life. Recent
papers can be found in the ACM CHI, Multimedia,
VRST, CSCW and SIGGRAPH conferences and also in
ACM Transactions on CHI and Communications of
the ACM.
MARTIN FLINTHAM is a Research Fellow
with the Mixed Reality Laboratory. His main research
interest is in pervasive gaming, and creating
infrastructures and tools to support the rapid
development and deployment of new media experiences
to a strict performance deadline. He was lead
software developer on the award winning *Can You
See Me Now?* and *Uncle Roy All Around You*.
ADAM DROZD is a Research Fellow in the
School of Computer Science and IT at the University
of Nottingham, where he works within the Mixed
Reality Laboratory as a software architect and
developer. His work mainly relates to pervasive
gaming and in particular to the development of
large-scale mobile phone based experiences.
NICK TANDAVANITJ is a core member of
the artists’ group Blast Theory; collaborating
in the development and realization of the group’s
performances and installations over the last nine
years. In this time, his role has focused on creative
approaches to computing in this context, contributing
the group’s unique mix of skills in structuring
interactivity and narrative. Nick also teaches
as part of Blast Theory’s programme of Performance
and New Technologies workshops.
MATT ADAMS co-founded Blast Theory in
1991 and has presented the work of the group in
Eqypt, Canada, USA, Australia and throughout Europe.
Blast Theory's work combines virtual environments,
live interventions, interactivity and risk to
interrogate the relationship between popular culture
and social and political realities.
JU ROW-FARR co-founded Blast Theory
in 1991. Based in London, the group of three artists
creates new media work, performances and installations.
Works such as *Desert Rain* (1999) and *Can You
See Me Now?* (2001) have been nominated for Interactive
Arts BAFTAs. *Can You See Me Now?* has recently
been awarded the Golden Nica for Interactive Art
at the Prix Ars Electronica 2003.
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