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An Investigation of considerations for games design in the waiting room

  • Qize
  • May 10, 2020
  • 3 min read

The topic is the link between gaming design and the waiting situation. The purpose of the research is to try to find a direction to design a popular game for the game company in the waiting situation.


Abstract

The topic is the link between gaming design and the waiting situation. The purpose of the research is to try to find a direction to design a popular game for the game company in the waiting situation. This article will try to design a "narrative game" in conjunction with the concept of Transmedia storytelling and alternate reality game. And this article will be combined with Augmented reality technology analysis, suitable for the use of the playful game during the queueing or waiting.


Introduction

In modern society, it is undeniable that most of the waiting time does not make people feel pleasant and cause the brain to release dopamine. Some queues waste a lot of our time, less than fifteen minutes and a few hours to a few days. In the waiting time we inevitably lose patience and become anxious. Don't pay too much attention to the boring waiting time during the waiting period, which can relieve anxiety. The assertion was published by David H. Maister “Occupied Time Feels Shorter Than Unoccupied Time.” in The Psychology of Waiting Lines[1]. He cited many examples of scenes, such as in restaurants, waiting rooms in hospitals, and in airports. In order to reduce the anxiety caused by waiting, businesses will use other methods to attract people's attention instead of time lapse itself. Thereby increasing people's satisfaction with the business. The core factor of the Gamification method based on the core gameplay of the game and the Mental Flow theory system is effective: entertainment products are to promote users to secrete dopamine longer and consume more time in their own products.



Game design - narrative Augmented Reality

Alternate Reality Game is a multimedia interactive game that uses the real world as a platform, integrates various virtual game elements, and players can personally participate in role-playing. In fact, this technology is successfully used in many fields: education, exhibition, games, etc. EYEJACK, a studio specializing in AR art planning and publishing, helps art more fun and interactivity. As “Milgram’s Reality-Virtuality Continuum” noted by Paul Milgram and Fumio Kishino ( figure 1 ), Based on this theory and Transmedia storytelling. This way of telling a story may lead to a better reading or viewing experience.


One example about storytelling line during on the train, Michel Gondry a famous director in the UK In The Chemical Brothers – Star Guitar (2002)[a], if the scenery you see during your trip will be different, such as more windows and interactive windows of the story as a timeline, the scenery seen outside the window of the moving train is used as Timeline, the scenery along the way as the storyline. Like in the movie, there is an identity to complete a task before starting the journey. For example, the storyline of the popular Pokemon go game, an AR game published by Niantic in collaboration with The Pokémon Company, at that time is connected with each user. It emphasizes that the physical changes affect the virtual changes of the game. Geographical changes will affect the changes in the game. If the user likes a certain Pokemon, it will promote them to find them in more places (personal growth and Pokemon baby growth value) (users need to get supplies from nearby contact points to catch more Pokemon. This AR's personal role is to take a photo of the location and the Pokemon baby. But it is also because during this epidemic or when you can't go out, you will not get supplies and then link to the business because you need to spend money to buy it. This is for users who do not want to spend money. It is likely to stop the game again.


In this native game about waiting, if AR technology can be used to make the windows of a train or plane an interactive interface, passengers can interact with virtual storylines. As Alternate Reality Gaming, the principals are internalising the audience into characters, passengers could choose their roles in this game. it could add some game design elements, the elements here are often the inner core elements of game design. Game Like is more often just visually making it impossible to tell whether it is a game or a non-game product. In essence, the difference between these two things is at the kernel level.



Exhibition

24 x 7 exhibition;


Theory

Transmedia storytelling

Alternate Reality Gaming

Zeigarnik effect

Gamification

Mental Flow theory system

(Location Based Service game)


Art/design practitioners

Porpentine

New media artist


Reference

On waiting

24 x 7

Non-places

Pokemon Go


 
 
 

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