Passively Multiplayer Online Games

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Bring me home, please

Justin Hall has been working on a new concept for Multiplayer Online Games for his Masters degree at USC Annenberg Center, that’s implementing a point giving system for searching the web, reading emails, texting from you mobile and lots of other activities not directly linked to an online game environment.

He calls it the Passively Multiplayer Online Game (PMOG) where MyWare tracks and catalogues your online activity and assigns a point giving system so checking your email might yield you 10 extra attribute points for "wisdom" or reading the journal of experimental quantum physics gives you 25 attribute points to "intelligence".

The concerns of the MyWare and sharing information with other players touches on lots of privacy issues and how to handle information in a safe manner. Justin defines the PMOG genre like this:

Passively Multiplayer is a system for turning user data into ongoing play. Using computer and mobile phone surveillance, a user and their unique history. These resulting avatars can be viewed online, and they interact with other avatars online.Examples of data: web sites visited, email addresses, chat handles, contents of email or messaging, contents of word processed documents, digital images, digital video, video game moves.

One of Justin's design sketches illustrating his understanding of a web experience and interactions for modelling the game.

application-quests-creation.png

I think it’s a really interesting concept when you think of some of the research being done into combining game theory with work routines and making work routines quest based and maybe adding a visible reputation system at the water cooler etc.

And the hype being generate in 2006 on living in virtual worlds like Second Life and World of Warcraft, this concept is adding a new dimension to the debate.

Howard Rheingold, author of Smart Mobs, has posted notes from Justin’s speak on the DIY Media seminar weblog. The post also has a great discussion about the privacy issues, semantic web and valuing experience.

Link: Passively Multiplayer Online Games

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5 Comments:

this feels similar to the work the folks are doing over at Seriosity...

Peder Burgaard

I can definitely see the connection with Seriosity and Justin’s PMOG. I do believe though that the indented scale of play set them apart for now since Seriosity focus on an Outlook application to base the game on emails, where the PMOG wants to included every activity aspect of online life...

From an enterprise perspective this could have massive appeal to internal performance evaluations.

Thank you for this post! I'm a graduate student at the USC Interactive Media Division and Passively Multiplayer is my MFA thesis I'm finishing by May 2007.

I hadn't heard of Seriosity - that's an inspiring project. I'm not an Outlook user (neither, I'm guessing, are most WoW players, but I might be wrong). They are very influenced by World of Warcraft-type MMOGs, and carrying that into uber-professional work environments. I'll be curious to see how that catches on!

Video game interfaces and mechanics go a long way towards motivating and educating their users, so I think this sort of cross-over into productivity applications is inevitable. I can get excited to see gameplay integrated into so much of computing; I'm starting by biting off just a small piece: web surfing.

Jason Jones

We of http://www.onlinegamesinn.com pride ourselves with being a multiplayer online information leader. But this is the first I heard about this. I'm even unsure in what category this concept fits :)

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