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Games in AR: Types and Technologies

Andrea Phillips
Neogence, Inc.

ABSTRACT games are very similar to existing board and


tabletop games.
To unlock its full potential, augmented reality
gaming will need to integrate several types of 2.1 Stationary Marker-Driven AR Games
technology, including RFID; motion, image and
face recognition; location awareness. Different These games may be very similar in feel and
types of play mechanism enabled by integration execution to existing games. One might wonder
of each of these technologies are discussed. at whether it’s worthwhile to develop such a
game; but consider the success of solitaire card
1 INTRODUCTION games for the PC. Any implementation of a
popular game that allows some of the game-
Augmented reality seems like the perfect management overhead to be controlled by the
playground. In theory, it allows games of pretend computer brings a value-add of low effort that
where the imaginary characters act of their own could boost the adoption of AR versions of
accord, and new sports with complicated rules already familiar games.
and elaborate scoring systems handled invisibly
by computer. In practice, though, augmented 2.1.1 Arena dueling games
reality alone is not enough to bring these games
to life. The potential of AR gaming will be These games are similar to Magic: The
unlocked when it is integrated with other Gathering, Pokémon, and Yu-Gi-Oh. The
technology – most of which already exists – players (generally two) conduct a battle by
including RFID, GPS, and motion detection. As gradually placing new markers (probably cards
they are integrated, the potential for AR gaming indicating creatures, abilities, or other concepts)
will explode. into the field. The computer mediates the
markers' interactions with one another and keeps
2 STATIONARY AR GAMES track of score and other vital statistics.

Stationary AR games based on marker 2.1.2 Battle chess


technology are the first and lowest hurdle we
expect to be leaped. In fact, several developers This is a popular game concept, from Star Wars
are working on such games already, though none to Harry Potter. It involves a traditional strategy
have yet made it to market; they should between game, such as chess, in which the pieces perform
Q4 2009 and Q3 2010. For the most part, these animations in AR that will vary depending on
their relative position versus other pieces on the
board.
andrhia@gmail.com
Twitter: @andrhia 2.1.3 Tabletop strategy games

The non-AR analogue to this is Warhammer 40K.


In AR tabletop strategy games, markers are
moved freely around on a table; the player inputs score. We anticipate set-collection games run as
actions such as attacks or building fortifications, marketing efforts, with markers placed on
and the game computes damage and other promotional materials such as posters, billboards,
statistics. and packaging.

3 MOBILE AR GAMES 3.1.3 Assassin/laser-tag style games

The next step in the evolution of augmented Players tag themselves, either with markers
reality gaming will come when the AR device is printed on stickable labels, or by purchasing and
untethered. This requires a portable camera, wearing items such as T-shirts and hats with pre-
display, computer, and some interface printed markers. Players disperse into an
mechanism. While wearable computing devices environment and then try to tag one another. A
and AR headsets would be ideal, a smartphone tag would be complete when one player targets
should be sufficient. and "shoots" another player's marker through the
viewfinder of the mobile AR device.
3.1 Mobile Marker-Driven Games
3.2 Mobile Markerless AR
A mobile AR device relying on markers will still
be extremely limited, but mobility does open up While the games using AR markers will certainly
new genres of play. They should be possible even be entertaining in their own right, it is only when
under current technology; such games should the technology allows markerless AR that the
start to appear on the market between Q3 of 2009 games designed will start to become native to
and Q2 of 2011, depending on market saturation augmented reality, allowing completely new
of the devices for which development first mechanisms of play rather than mere adaptations
occurs. of existing ones.

3.1.1 Puzzle hunts In these games, a player would view his or her
surroundings through either a viewfinder on a
These are likely to be limited-adoption small- mobile device or a camera/display headset.
scale pervasive games. A designer places markers Software would detect objects and perspective
in predetermined locations. Upon view via the and overlay AR information accordingly.
mobile AR device, each marker displays a clue
toward the location of the next marker. This style Some simple implementations of markerless
of puzzle hunt could be repurposed to serve as a AR operating on a small scale should appear by
self-guided walking tour of a neighborhood, Q1 of 2010. First implementations are likely to
theme park, or museum; or even to convey a include simple arcade and puzzle games.
narrative, such as a mystery.
3.2.1 Shooting galleries
3.1.2 Set-collection games
AR objects are displayed in the environment and
Markers are interspersed into an environment, players must locate them in the AR viewfinder
and the player must seek out each marker. Upon and shoot them. The objects could be asteroids,
view, the marker would likely play a set aliens, ghosts, or
animation, possibly appearing to interact with
other elements in its environment. When each
marker is located, the computer adds it to an
online storehouse and adds points to the player's
3.2.2 Whack-a-mole games such as Quake or Halo. This game type
could easily become multiplayer if the AR
Objects appear and disappear from the field of devices are communicating with one another; this
view very quickly and the player must target game then becomes similar to marker-driven
them or otherwise catch them before they assassin/laser-tag games, but without the need for
disappear. (This is only one in a nearly limitless a marker.
variety of possible fast-reflex games.)
3.3.2 Mazes
3.2.3 Hidden object
The player must navigate AR constraints tethered
Virtual objects are concealed in the detected to real-world locations in order to navigate a
surroundings, and the player must locate them maze. The AR constraints could appear as shrubs,
(presumably in as little time as possible.) If local walls, or simply lights in the air, and the path of
object detection is sufficiently sophisticated, AR the maze could either correspond to existing
objects may be "hidden" behind and under real, streets, or be entirely artificial and drawn within a
physical objects. large open space such as a sports field or
gymnasium.
3.3 Location Detection
3.3.3 Mobile platformers
Games using markerless AR and location
detection – probably via a GPS-and-compass This is a close cousin to games such as Pac-Man
combination – should appear by Q4 2012 at the or Super Mario Brothers. The player navigates
outmost, and likely quite a bit sooner. Note that challenges in an environment -- say, collecting
two varieties of location detection are possible. In coins and avoiding ghosts -- to reach a specific
one, the system relies on static maps of an area to destination or a high score.
draw a playing field. These would likely be
implemented outdoors first, as the interior of any 3.4 Other Technologies
given building would be highly unlikely to be
mapped. In dynamic mapping, the computer Some of the possibilities of augmented reality
would parse the environment for objects and gaming rely more on input or data collection
continue mapping on the fly as the player moves interfaces than any other single technology.
and perspective and location both shift. Stationary games associated with a desktop or
laptop computer can rely on a full keyboard and
Ultimately, an efficient system will likely rely mouse/trackpad setup. Mobile devices can make
on both techniques: Systems would access a use of touchpads, or simply use a static point on
Google Maps-style datastore with size, perimeter the viewfinder as the cursor point. Speech
and location information for large static objects, recognition, particularly when integrated with a
while dynamic mapping would account for the mobile AR device, will allow for more complex
presence of mobile objects such as vehicles and functions and games. But motion detection and
people. It's unlikely that a completely integrated face or image recognition will allow the kinds of
system will exist until sometime in 2013, and games that often come to mind when
possibly not for quite some time afterward. “augmented reality games” are discussed.

3.3.1 Mobile first-person shooter 3.5 Motion Detection

A single player both seeks out and hides from AR Games relying on physical motion on the part of
opponents in the style of first-person shooter the player will open the avenue to entirely new
categories of sport and exercise. To be sure, there 3.6.1 Pervasive MMORPGs
are larger uses for motion detection in AR,
including an interface based on a gesture These technologies together would allow role-
vocabulary or the ability to interact with a virtual playing games to be played pervasively on a scale
object in the same way as a physical one, but never before seen. Networked AR devices could
these games are not easily tackled by existing alert players to others in close physical proximity,
taxonomies. and the ability to identify common objects would
allow the game to overlay them with a pervasive
3.5.1 Exergames environment consistent to the game world.
Pervasive MMORPGs will likely be a very long
Motion detection allows just about any kind of time in development, due to the many
exergame that could be imagined; the concept of technologies required. We anticipate that one or
a game like Kinetic for the PS2 and Eyetoy could more will launch sometime between 2015 and
realize its full potential, as would boxing, 2020, depending on how quickly AR technology
fencing, and dance games. The possibility is saturates the market.
strong that this technology could also be used to
teach real skills that require a high awareness of
proprioception: martial arts, yoga, golf, etc.

3.5.2 Quidditch and other fantasy sports

Obviously augmented reality won't let anybody


fly on a broomstick, but fantasy elements of a
game like Quidditch -- balls that move of their
own accord and with their own goals -- could
definitely be ported to an augmented reality
interface successfully. The best of these games
will be completely native to AR, and may not
have clear antecedents in traditional games or
sports.

3.6 Face and Image Recognition

Identity recognition -- of people or of objects -- is


another technology that will significantly
advance the gaming possibilities of AR. RFID
chips embedded in everyday objects will allow
the AR game to detect the existence, location and
purpose of everyday items such as furniture,
vehicles, or clothing. Facial recognition will
allow the AR environment to paint individuals
with clothing, accessories, or other personal
attributes in keeping with a game. Together, these
technologies would allow one of the most
ambitious goals of augmented reality gaming: the
pervasive mobile MMORPG.

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