KMi Publications

Tech Reports

Tech Report kmi-02-02 Abstract


Presence Based Massively Multiplayer Games Exploration of a new concept
Techreport ID: kmi-02-02
Date: 2002
Author(s): Yanna Vogiazou
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The advances of new technologies and the convergence of different communication media are constantly changing not only our means and modes of communication with other people, but the notion of connectivity itself. Rather that being online or offline, we can be ‘connected’ in many different ways and without directly interacting with technology itself. ‘Presence’ awareness, facilitated by Instant Messaging applications, mobile phones, wireless handheld devices, location tracking and so on, makes someone reachable almost at any time. This research aims to explore the notion of presence on a massive scale in the online and wireless world. In order to set the stage this study draws upon a variety of areas: Instant Messaging, social psychology, massively multiplayer games, game design, wireless communication and location based games. We propose further experimentation with the design of multiplayer games for large numbers of participants; starting from a few tens in order to expand to hundreds or even thousands of people. This report puts the research aims in perspective and illustrates how experimentation with a massively multiplayer game will provide the necessary design insight for presence-based play.
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.