Trans-media gaming

Given that I am at PicNic, the "cross-media" topic is everywhere (from talks to random people met on streets of Amsterdam). Being interested by that topic as well, it made me think of this pdf that stands on my desktop for ages: "Transmedial Interactions and Digital Games, actually a description of a workshop organized by Shaowen Bardzell, Vicky Wu, Jeffrey Bardzell and Nick Quagliara. Some excerpts that I found interesting:

"Transmedial access should not be confused with what is currently labeled as “cross-platform” games, where a particular game is developed for the console, PC, and mobile. Cross-platform games, are generally variants the same game, customized for a given set of user inputs, but they are not a single game experience accessible from multiple devices. For example, Prince of Persia: Warrior Within is available on Xbox, PC, and mobile phones, but they are three separate games, and a mobile phone user cannot access her or his Xbox version of the game from the morning train. Providing this ability to access and interact with a game anywhere, anytime is the primary goal of TMA, (...) Although any game with elements of persistence or community-driven content will benefit from transmedial interactions, persistent online worlds especially stand to benefit (...) Transmedial interactions offer an infinite variety of possibilities for game design, as the following examples illustrate: - A collectible-card game, such as Perplex City which introduce players in an alternate reality game. - A team-based alternate-reality simulation spread across diverse “stations,” - Both Nintendo’s and Sony’s dabblings with GameBoy-GameCube and PS3-PSP connectivity - A guild management tool, where increased connectivity leads to increased social networks and a richer, more realistic experience. (...) Beyond the games themselves are meta-game content, such as blogs, guild pages, and social network sites, strategy guides, mod sites, and so on. Most of this content is player-created and accessed through different mechanisms. Devices or interfaces that aggregate meta-game content in ways that help create coherent, if not seamless, game experiences represent another potential area for transmedial interactions to improve gaming."

Why do I blog this? this is material for a new research projects I am starting about digital/physical worlds interconnections. I am quite interested in how to augment games with new layers of interactions (both in mobile and fixed contexts). But, as opposed to certain arguments in this paper ("Time investment for players must be reduced to achieve the market’s growth potential, recapturing those who quit because of demanding commitments in real life, and attracting those who never even made the effort to begin."), I am more interested by the new forms of interactions that may appear than by market growth or filling every human's free time with content.