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Project type: Master Project University: University of Bremen Term: April 2006 - March 2007 Supervisor: Prof. Dr. Grüter, Prof. Dr. Teschke Students: Bhavya Anand, Denise Binder, Hafiz Muttahhar Imtinan, Ali Mahmood Khan, Asif Khan, Raja Rajesh Nalla, Amjad Saleem, Stephan Wolff Web-Link: http://www.insomnia.hs-bremen.de Abstract: Mobile Gaming is a new form of gaming crossing the boundaries of traditional games, be they outdoor games or computer games. Mobile games recombine the strengths of both of them to a novel type still emerging. They are based on the bodily movement of players within an augmented game-world, the physical environment enriched by virtual dimensions. Starting from this assumption we aimed for understanding (1) mobile gaming experience, (2) the “dynamic context” and the thereby implied conceptual and technological challenges and for (3) a playable prototype of a location-based, context-aware mobile game. We designed and developed Insomnia, a playable prototype of a location-based, context-aware mobile game. Players of Insomnia run, hide, and fight in a battle of supremacy between humans and vampires. Thus re-enacting the human-vampire experience within an augmented game world, the nocturnal city of Bremen.
Description:Game concept Insomnia is a location based and context aware game that stages a battle of supremacy between humans and vampires. The game is played in the city of Bremen that is divided by means of a small-sized grid into different light areas: dark, twilight and bright. These areas have different effects on the game play of each player and its role within the game.
Players are organized in two groups: vampires and humans. Each player is equipped with a GPS mouse and a PDA where the virtual map of the game territory is displayed. The goal of the game for each team is to hold sway over the city by razing the opposing players. Vampires try to turn all humans into vampires whereas the humans try to eliminate all vampires.  The virtual map on the PDA gives the player detailed information about the current positions and movements of their opponents. Each player is surrounded by a virtual aura of vulnerability. As soon as a player enters the aura of an enemy, he is able to fight against him.
The fight mechanism is organized by means of the well-known paper-scissor-stone mechanism, which we translated into human-vampire symbols. Being beaten in a fight causes damage to the life energy. Every player in a fight can be supported by the physical presence of another team member. If a player starts fighting against his opponent, a comrade of his team is able to join the fight. If a vampire loses his total life energy he is out of the game. If a human player loses he becomes a vampire. Gaming Experiences Insomnia was designed to support pervasive forms of play activity and gaming experiences. The mobile gaming experience enabled by our game refers to the vampire myth in the following aspects: light sensitivity of the vampire, fear of darkness of the humans, role change of the human turned into a vampire, and social collaboration of fighting against the enemy. Research We studied different concepts of context and finally aimed for enabling dynamic context with the following characteristics:
- Spontaneous interaction within the virtual aura via Bluetooth
- Role change and thereby change of the context meaning for the player
- Different light areas, positioning via GPS – changing by movement of the player
Game Technology The project modified the On the Streets (OTS) Game Server developed by the Gangs of Bremen project according to the Insomnia game logic and developed a new client from scratch. The client is built in a layered architecture. Each layer composed of modules can be exchanged making the architecture flexible. Communication between PDAs is done via Bluetooth and with the game server via GPRS.
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