Abstract
Biologically inspired algorithms (neural networks, evolutionary computation, swarm intelligence, etcetera) are commonly applied in development of digital games. We argue that there are opportunities and possibilities for integrating real biological organisms inside computer games, with potential added value to the game’s player, developer and integrated organism. In this approach, live organisms are an integral part of digital gaming technology or player experience.
To spark further thought and research into the concept of hybrid biological-digital games, we present an overview of its opportunities for creating computer games. Opportunities are categorized by their mainly affected stakeholder: game player, game designer, and bio-digital integrated organism. We clarify the categorization via numerous examples of existing hybrid bio-digital games. Based on our review work we present conclusions about the current state and future outlook for hybrid bio-digital games.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Adamatzky, A.: Physarum Machines: Computers from Slime Mould. World Scientific Books (2010)
Alfrink, K., van Peer, I., Rengen, W.J.: Spelen met Varkens. Dutch Cultural Media Fund E-Culture grant #83178 (2011), http://www.mediafonds.nl/toekenning/83178/
Alfrink, K., van Peer, I., Lagerweij, H., Driessen, C., Bracke, M.: Playing with Pigs (2012), http://www.playingwithpigs.nl
Bakkum, D.J., Shkolnik, A.C., Ben-Ary, G., Gamblen, P., DeMarse, T.B., Potter, S.M.: Removing Some ‘A’ from AI: Embodied Cultured Networks. In: Iida, F., Pfeifer, R., Steels, L., Kuniyoshi, Y. (eds.) Embodied Artificial Intelligence. LNCS (LNAI), vol. 3139, pp. 130–145. Springer, Heidelberg (2004)
Bakkum, D.J., Gamblen, P.M., Ben-Ary, G., Chao, Z.C., Potter, S.M.: MEART: The Semi-living Artist. Frontiers in NeuroRobotics 1(5), 1–10 (2007)
Bolhuis, J.J., Giraldeau, L.-A.: The Behavior of Animals: Mechanisms, Function, and Evolution. Wiley-Blackwell (2005)
Camazine, S., Deneubourg, J.-L., Franks, N.R., Sneyd, J., Theraulaz, G., Bonabeau, E.: Self-Organization in Biological Systems. Princeton University Press (2003)
DeMarse, T., Dockendorf, K.P.: Adaptive Flight Control with Living Neuronal Networks on Microelectrode Arrays. In: Proceedings of the International Joint Conference on Neural Networks, pp. 1548–1551 (2005)
Easterly, D.: Bio-Fi: Inverse Biotelemetry Projects. In: 12th ACM International Conference on Multimedia, pp. 182–183 (2004)
van Eck, W., Lamers, M.H.: Hybrid Biological-Digital Systems in Artistic and Entertainment Computing. To appear in Leonardo, vol. 45. MIT Press (2012)
van Eck, W., Lamers, M.H.: Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets. In: Harper, R., Rauterberg, M., Combetto, M. (eds.) ICEC 2006. LNCS, vol. 4161, pp. 31–36. Springer, Heidelberg (2006)
Studio EDHV: Debug (2009), http://www.edhv.nl
Hertz, G.: Control and Communication in the Animal and the Machine. Master’s Thesis, University of California Irvine (2004)
Holzer, R., Shimoyama, I.: Locomotion Control of a Bio-robotic System via Electric Stimulation. In: IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 1997), pp. 1514–1519 (1997)
Jones, J., Tsuda, S., Adamatzky, A.: Towards Physarum Robots. In: Meng, Y., Jin, Y. (eds.) Bio-Inspired Self-Organizing Robotic Systems. SCI, vol. 355, pp. 215–251. Springer, Heidelberg (2011)
Kenyon, M., Easterly, D., Rorke, T.: Tardigotchi (2009), http://www.tardigotchi.com
Mancini, C.: Animal-Computer Interaction: a Manifesto. Interactions 18(4), 69–73 (2011)
McGonigal, J.: Reality Is Broken: Why Games Make Us Better and How They Can Change the World. The Penguin Press, New York (2011)
Moar, P., Guthrie, P.: Biocomponents – Bringing Life to Engineering. Ingenia 27, 24–30 (2006)
Nakagaki, T., Yamada, H., Tóth, Á.: Maze-solving by an Amoeboid Organism. Nature 407, 470 (2000)
Noz, F., An, J.: Cat Cat Revolution: An Interspecies Gaming Experience. In: proceedings of ACM Conference on Computer Human Interaction, Vancouver, pp. 2661–2664 (2011)
PETA: Lobster Zone ‘Games’ Cause Pain and Suffering (2010), http://www.peta.org/features/Lobster-Zone.aspx
Pickering, A.: Beyond Design: Cybernetics, Biological Computers and Hylozoism. Synthese 168, 469–491 (2009)
Riedel-Kruse, I.H., Chung, A.M., Dura, B., Hamilton, A.L., Lee, B.C.: Design, Engineering and Utility of Biotic Games. Lab on a Chip 11, 14–22 (2011)
Savičić, G.: BioPong (2005), http://www.yugo.at/processing/?what=biopong
Skinner, B.F.: Pigeons in a Pelican. American Psychologist 15, 28–37 (1960)
Tan, R.K.C., Cheok, A.D., James, K.S.: The: Mixed Reality Environment for Playing Computer Games with Pets. International Journal of Virtual Reality 5(3), 53–58 (2006)
Tan, R.K.C., et al.: MetazoaLudens: Mixed Reality Interactions and Play for Small Pets and Humans. Leonardo 41(3), 308–309 (2008)
Vermeulen, A.: Biomodd (2007), http://www.biomodd.net
Wilson, S.: Protozoa Games (2003), http://userwww.sfsu.edu/~wilson/art/protozoagames/protogames10.html
Wilson, S.: IntroSpection (2005), http://userwww.sfsu.edu/~swilson/art/guests/guests.html
Young, D.: Lumberjacked (2005), http://www.newdigitalart.co.uk/lumberjacked
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Lamers, M.H., van Eck, W. (2012). Why Simulate? Hybrid Biological-Digital Games. In: Di Chio, C., et al. Applications of Evolutionary Computation. EvoApplications 2012. Lecture Notes in Computer Science, vol 7248. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-29178-4_22
Download citation
DOI: https://doi.org/10.1007/978-3-642-29178-4_22
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-29177-7
Online ISBN: 978-3-642-29178-4
eBook Packages: Computer ScienceComputer Science (R0)