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What is the game?


According to Huizinga, gaming is an activity: 1 free, it mean that it ceases to be fun if it is exercised under duress; 2 separate, it is executed in a space time-limited and distinct from everyday life, 3 uncertain, whose conduct can not be determined or the result obtained in advance; 4 ° unproductive, creating neither goods nor riches; 5 ° resolved, subject to agreements that suspend ordinary laws; 6 ° fictional, that is to say, accompanied by a strong sense of unreality in relation to everyday life.

R. Caillois divided into four categories according to the predominance of the agon (competition), alea (the result of chance), mimicry (the mock or imitation) or ilinx (research of vertigo) . At the first division he proposes a vertical distribution of games between two ends of which the first is the paidia, corresponding to the impulsive exuberance and turbulence of childhood games, and the Indus, which describes the willingness to bend the tumult of the paideia to arbitrary conventions, deliberately to raise the level of effort and complexity of the game
 
   
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My research project is called «Soul Player». I am interested by serendipitous meetings in transit, when we are potentially available to discuss about our interests, such as our video games. This is our mask of identity, our «Soul». That represent the user's video games world in mobility. There are various involvement degrees. People might be interested in sharing their interests/passion points temporarily, as well as eventually sharing more details and keeping in touch. They might want to recruit new game partners or just chat with other gamers. Communication through his/her Soul: the soul representation is generated automatically based on archetypes of user's practice but the user can choose what to keep private or make public. Which means that the identity is different depending on the viewer. The user can have multiple facets (real / private / public). Communication opportunity through geolocation: the user can choose between invisible/visible/open. According to the user's behavior, the application will act with varying degrees of autonomy from other users': - Open: The application communicates with the local social network by sending messages automatically; - Neutral: User is visible; - Hidden: the user is hidden on the map. Traces and social networks: Wether face to face or by proximity, meetings with the community are registered. It is therefore possible to trace the history of these meetings, with trace fading preference set by users. Depending on these traces the user can send messages, localised on the map. Communication can be direct, from proximity or indirect through the map.

 
   
 

Studies


 
 
   
  Features

 


Multi identities and mobility :
- We have sevral mask of identity
- Social network = possibility to have several identity at the same time and at
several place (mobile phone).



Gamers usage :
- Lonely gamer
- Play online but alone
- Use the social network to share his ranking
- Use mobility to find new partener




"Being a gamer"
- Gamers "Soul"
- Try to define what is a Gamer?
- Not a synthesis but a mozaic



Serendipity and communication
- Geolocalise your community
- Communicate threw the map
- Be opportunistic
- Play with tactile & gesture grammar



Social goal
- Meet people like you
- Create a social experience