An Aspect of Videogame Influence in Real-life

March 1, 2009

“There are already various forms of pervasive games. One approach is to reinterpret classic computer games, mapping them onto real-world settings” – Benford et al. Bridging the Physical and Digital in Pervasive Gaming

Taking a classic video game and transforming it into a mixed-reality/ubiquitous game is a popular approach in research as Benford et al. have pointed out. A good (and now almost classical) example of this would be Human Pacman by the Mixed Reality Lab Singapore. Other good examples abound, such as ARQuake (which interestingly enough has it’s own Wikipedia page) and PacLan

It is interesting to see how this conception is also present in TV game shows, comedy sketches and even Art. A few examples follow.

The first one is an example of game in a TV show. It may be easy to figure why it has been dubbed “human tetris”, although if I were to start from this, uhm, moniker and from there imagine a game for a TV show, it would likely turn out different (and at times equally painful).

As for this next one, I have no idea what is going on, but it does seem like a comedy sketch. I like the way the pacman shape and animation was transferred to reality here. This could be a funny (if cumbersome) pervasive game interface.

Finally, let me point out the works of Aram Bartholl. Populating real life with game assets (and other digital content from virtual worlds) seems to be a recurring part of his practice. As an example we may find WoW (also the acronym for the popular World of Warcraft MMORPG (the acronym for Massively Multiplayer Online Role Playing Game)) where an individual has his name visibly displayed hovering over his head for all to see.

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One Response to “An Aspect of Videogame Influence in Real-life”

  1. […] line with the previous post, let me attempt to start a small catalogue of real-life objects in which we may perceive influences […]

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