| Seamful Game is a GPS and WiFi based game 
					exploring the concept of seamfulness, in which we harness 
					negative aspects of infrastructure technologies, which are 
					normally concealed and unexplained, and present them as game 
					features allowing users to explore and understand them. Equator 
					University of Glasgow, UK 
					Matthew Chalmers, Marek Bell, Barry Brown, Malcolm Hall, 
					Scott Sherwood, Paul Tennent Demos at Ubicomp 2004, MobileHCI2004 
					and WMCSA 2004 
					 The 
					Concept 
 The Seamful Game is a GPS and WiFi based game played in the 
					streets using PDAs. It began life as a project to test an 
					idea about exploiting and exploring the seams of an 802.11 
					wireless network. Now approximately one year on, Bill is a 
					fully featured multiplayer team game, which has been accused 
					of being fun to play. Players must develop an understanding 
					of the network coverage and the effect of signal strength in 
					order to successfully play the game. In this way we are 
					turning the patchy network coverage, which is usually seen 
					as a problem to be overcome, or worse ignored, into a 
					feature (indeed possibly the main feature) of the game.
 
 The Game
 
 
  The 
					game consists of two teams of ‘runners’ each of whom is 
					given a PDA equipped with 802.11b WiFi and GPS. Players 
					travel around a designated area collecting digital ‘coins’ 
					and uploading them in exchange for points. The team with the 
					highest total at the end of the game wins. Each player is 
					provided with a zoomable and panable map of the game area, 
					displaying their own position and the positions of the other 
					players in the game. ‘Coins’ appear all over this map, 
					including those places not covered by the 802.11b wireless 
					network. Players must use their GPS positioning to navigate 
					to where the coin is displayed, and collect it using the 
					'pickup' button on the PDA interface. In  order to gain the points from 
					collecting the coin, players must then successfully upload 
					it to the server. To do this requires the player to press 
					the 'upload' button on their interface in an area where 
					there is 802.11b coverage. It is with this distinction that 
					we introduce the concept of seams to the players. Only by 
					understanding the boundaries of the network, and the effect 
					of signal strength on their ability to upload coins, and 
					thus score points, will players be successful in winning the 
					game. If players attempt to upload coins in an area not 
					covered by WiFi, the upload fails and they loose all the 
					coins they are carrying.
 
  In 
					order to encourage users to interact while playing the game, 
					two additional features are provided, one collaborative and 
					one competitive. The first is a collaborative upload. This 
					feature allows users to upload coins simultaneously with 
					other members of their team to receive a points bonus (each 
					player receives the cumulative total points for the upload) 
					and the more team members participate, the more points they 
					stand to gain. The players are given a three second window 
					in which to upload their coins, to get the bonus. The second 
					feature added was the ‘Pick Pocket’. This proved one of the 
					more popular and certainly one of the most discussed 
					features of the whole system. The ‘Pick Pocket’ allows a 
					player to steal coins from other players nearby. To use it a 
					player must be inside network coverage, and use his or her 
					GPS to get within 10 meters of another player (also within 
					network coverage). He or she then presses the 'Pick Pocket' 
					button on the PDA and the any ‘coins’ the victim is carrying 
					but has not uploaded are transferred to the PDA of the 
					perpetrator. Players may ‘Pick Pocket’ as many times they 
					wish. As well as ‘Pick Pockets’, players face another hazard 
					along the way. Scattered infrequently around the map are 
					‘Mines’. If a player moves to within 10 meters of a ‘mine’, 
					it will detonate, causing the player’s PDA to be temporarily 
					disabled. ‘Mines’ are displayed clearly on the map, but can 
					be obscured by a large cluster of coins if the map is zoomed 
					too far out. This means that mines can be hidden, but if 
					players are suitably aware, they will be able to avoid them. 
					One method of staying safe from ‘Mines and ‘Pick Pockets’ is 
					the ‘Shield’. When a player presses the 'shield' button on 
					their PDA, they cannot be affected for 20 seconds. However 
					once the time runs out, the ‘shield’ must be ‘recharged’ in 
					an area of network coverage before it can be used again. 
 Along the top of the PDA’s display is shown state 
					information. The player’s own score, the two team’s total 
					scores, the number of coins currently carried and the time 
					remaining in the game is shown, along with the current 
					signal strength and the number of GPS satellites available 
					(equating roughly to GPS accuracy). Finally, the players are 
					provided with an instant messaging system. Players can 
					scribble notes, using Pocket PC2003’s built in handwriting 
					recognition (or explicitly type them), then send to either a 
					whole team or an individual.
 
 Displaying the Signal Strength
 
 Two approaches were taken to displaying the 802.11b signal 
					strength. As mentioned in the previous section, a subjective 
					view of signal strength is provided; this is in the mobile 
					phone-esque form of signal bars and shows a player’s 
					immediate signal strength. This actually served a dual 
					purpose. It was reasoned that this would be easy to 
					understand, and perhaps more usefully provided a connection 
					to mobile phones, helping us to explain the idea of seams in 
					networks in easy to understand terms (e.g. Highlighting the 
					idea of being outside network coverage, or pretending to 
					be…and missing a call). The second method of display used 
					was slightly more complex. The idea of signal coverage maps, 
					such as those used by mobile phone companies, was taken and 
					expanded to create something more dynamic. Traditionally 
					these maps show us the best possible coverage, not taking 
					into account the fact, that wireless networks are distinctly 
					malleable. In this system, players build up a collaborative 
					aggregate map of the signal strength across the game area as 
					the game is played. By leveraging the power of the 
					technology we are using, we are able to display the most up 
					to the minute data possible, as the map is being constantly 
					updated from all the players within network range. This 
					second display gives players a more objective view of the 
					network. Instead of thinking ‘I can upload my coins here’ 
					they are now able to think ‘I can upload my coins there’. 
					This dynamic mapping has great potential for system 
					understanding. Imagine if a phone company with thousands of 
					users in every node could see these maps of their network. 
					The granularity could be extremely fine, and far more 
					accurate than the current systems mentioned earlier.
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