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The Drop: pragmatic problems in the design of a compelling, pervasive game

By Ian Smith, Sunny Consolvo and Anthony Lamarca


We are developing a new multiplayer pervasive game, called The Drop, designed to be compelling to play and yet practical to deploy in real-world settings. In The Drop, two teams use mobile phones to play a version of “capture the flag, ” where one team hides a virtual “briefcase ” in a public place and the other team attempts to find it within a specified amount of time. If the team that is searching for the briefcase finds it within the game’s time limit, they win; otherwise, the team that hid the briefcase wins. In this article we explain how the game is played, then discuss the technical, social, and business challenges we have faced while creating and implementing it

Topics: Categories and Subject Descriptors, H.5 [Information Systems, Information Interfaces and Presentation, J.5 [Computer Applications, Arts and Humanities General Terms Design, Experimentation, Performance Additional Key Words and Phrases, Mobile gaming, mobile phones, social mobile applications, gaming business models, Place Lab
Year: 2005
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