Death Escape: A Case Study of Merging Ubiquitous Activities into a Hardcore Computer Game

Prawit Yasothorn, Tachasit Chueprasert, Witchaya Towongpaichayont
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Abstract

Ubiquitous games can be designed in several settings. This paper presents a case study of designing and developing Death Escape, a role-playing survival ubiquitous game, which is intended to trans-form user's daily-life activities to in-game player's stats in the con-cept of 'avatar grows as the user grows'. This game is expected to blend the game mechanics with user's behaviours seamlessly. The game collects data from built-in inertia sensors in mobile phones (accelerometer and gyroscope) and GPS, utilises human medical data to transform the collected data into in-game meanings realis-tically, and presents those in-game values to motivate the user to maintain healthy behaviours. This paper describes those methods of data collections and transformations as well as additional find-ings during the process of design and development. This can set an example for those who are developing ubiquitous games which are blended with the user's lifestyle.
《死亡逃脱:将无处不在的活动融入硬核电脑游戏的案例研究
无处不在的游戏可以设计成多种场景。本文以设计和开发《死亡逃脱》(Death Escape)为例,这是一款角色扮演生存游戏,旨在将用户的日常生活活动转化为游戏内玩家的状态,其理念是“角色随着用户的成长而成长”。我们希望这款游戏能够无缝地将游戏机制与用户行为融合在一起。游戏通过手机内置惯性传感器(加速计和陀螺仪)和GPS收集数据,利用人类医疗数据将收集到的数据转化为现实的游戏意义,并呈现这些游戏价值,以激励用户保持健康的行为。本文描述了这些数据收集和转换的方法,以及在设计和开发过程中的其他发现。这可以为那些正在开发与用户生活方式相结合的无处不在的游戏的人树立榜样。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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