Thursday 27 March 2014

Pervasive Games and La Decima Vittima

When people think of games they usually think of either computer games or board games, things that are completely removed from the real world.
Pervasive gaming, however, takes place in the real world and thus opens up all sorts of new possibilities. An example of pervasive gaming would be a treasure hunt or a paper chase, but more recently people have become more and more creative when creating pervasive games. This has led to things like LARPing, or Live Action Role Playing, people take on a character wholly for as long as the LARPing event lasts and get to take part on what has been described as a live action version of Dungeons and Dragons role-playing.

A new form of pervasive game that has become popular with the release of such things as the Japanese book/film "Battle Royale", but was sparked by odd, Italian film named La decima vittima (the tenth victim), is a game called 'Killer' or 'Assassin'. It started on certain University campuses in America, a student would join an 'assassin's' or 'hunter's' guild and as such would sign up for the game, they would be given the name of someone they had to 'kill' (another person in the guild, so as to avoid scaring people who weren't aware of the game) and would have to find a way to take out their target. It was all completely non-lethal, of course, 'killing' would have to be done in a harmless way, for example with an alarm clock in their bag representing a bomb or 'stabbing' your target with a wooden spoon. 
However, once you sign up to be an assassin you also sign up to be a victim, people got to enjoy the thrill of being the hunter and hunted without any actual danger. As previously mentioned, this movement started after the release of La decima vittima, a peculiar film set in the future where crime and war have been abolished by the set up of the Big Hunt Club, a place where people can indulge their most primal and violent urges within the bounds of the law. Once you sign up you pass through five phases of being the hunter and the victim, as a hunter you hunt another member of the Big Hunt, someone who's turn it is to be the victim and as the victim you must survive and kill your hunter. Once you make it to ten kills you are rewarded with fame, glory and vast amounts of money.
The people who started killer wanted to experience the same thrill, but without the risk of actual harm, and so 'Killer' was born.  

Technology has also allowed pervasive gaming to make huge leaps forward, with smart phones equipped with scanners and cameras there are becoming an increasing number of AR or Augmented Reality games. As well as treasure hunts where people follow odd symbols that can only be scanned by the QR scanners on their phones or pads. 
It would seem that gaming is making a leap from tabletop and screen to the real world.

1 comment:

  1. You're right about mobile technology contributing to the development of geo-caching, LARPs, ARGs, etc.

    Do you think that treasure-hunts/letter-boxing type activities can also be deemed examples of pervsasive games?

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