Over the past five years a series of very small gadgets have become popular, with quick Internet connections that help us to locate each other by using GPS. PDAs, iPhones, UMPCs and several other devices have made it possible to create a civic network for exchanging real-time information wherever we may be. But that’s not all: the ubiquity of this technology and the magnitude of the phenomenon offers software developers the chance to innovate in a field that they had never before been able to explore. Nobody could have predicted the possibilities that would open up with an explosion of constant connectivity like this.
There are many practical and theoretical consequences to this trend, in very diverse fields: new forms of community organization, tools for redefining public space, social cartographic instruments... And among all these, naturally, a whole new world of gaming opportunities. Several lines have opened up in this field. The most interesting, at least in my opinion, is called MMTRG, or the "Mobile multiplayer trans-reality game". The setting for these games is wherever the player finds himself, with full use being made of said setting, thus compromising the defining dogma that dictates that "a game should take place in an enclosed setting".
Last year, the
IMGAwards, the most respected mobile gaming awards, introduced the category "Real world game". On that occasion the award went to "
Fast foot challenge", a simple but fun game of urban pursuit. In this game the players, located by GPS, take part in a hunt throughout the entire city.
Since then other games like "
Parallel Kingdom", "
iTycoon" or "
Wifi army" have appeared in this new world of ubiquitous mobile videogames, using the application
pervasive (from the Latin pervadere: penetrating, affected by everything). Although some of them are definitely lots of fun, they generally ignore the ability this technology has to create a new community. A community which, as such, produces something. And with the setting being the public space and the intention providing the fun element, what better idea than to create not just a game, but a platform for the common production of transreality games.
"
JOYity", from the German studio "Zelfi", was created with just that in mind. Although announced last year, it has only recently reached that critical mass that any community needs in order to become functional. Conceived for every device that reads applications programmed in Java and include an Internet connection and GPS reception, JOYity allows its players not only to participate in all the available adventures, but also to create and share with others as many as they’d like. A platform for the game generation that represents the antithesis to predictable and lineal games, to the disposable application.
When you run JOYity for the first time it lets you participate in a
series of games with your own city as the setting, which share a common location: they’re all variants on the traditional "
treasure hunt". Moving through streets and parks we discover clues, in the purest "
geocaching" style, which will help lead us to the end of the story. A story that, as we’ve already said, another person has thought up and shared with us.
The future of this application and its foreseeable successors is promising: its use far surpasses personal entertainment, becoming a public communication tool via games, which simply doesn’t have any known precedent.
http://www.joyity.com