CheerUp required a player or, more usually a group of players, to cheer on the creature, PharCycle, loudly enough to help him run a race to win. The player/s needed to shout encouragement into a green ‘carnival box’ until a progress bar (which was projected along with the character animation onto a wall in front of the box) was filled. The amplitude (loudness) of the microphone input determined how rapidly the progress bar was filled. If the player/s managed to yell loudly and consistently enough to fill the progress bar before a ten second countdown timer expired, the character was animated to clear the jump and a solve to a clue in the greater LBG revealed. If the player/s failed to cheer sufficiently the character would not attempt the jump, and the player/s would have to try again.

Observations of player interactions:

Most players were tentative at first to engage the unconventional form of sonic-only input, but soon obliged when they realised this was required in order to pass the game play challenge. Players were observed trying a number of different ‘styles’ of input (e.g. clapping, repeatedly shouting phrases or just making noise), testing which were the most effective. The fact that more participants (and therefore more potential noise) were of obvious benefit promoted collaboration and cooperation within, and sometimes between teams.

CheerUp was designed with the intention of encouraging interaction that was seemingly subversive to the conventional decorum of its location (i.e. shouting in the thoroughfare of a museum) of which groups of younger players especially were enthusiastic in obliging. The noise envelope emanating from Rev afforded it influence over a much larger area than it occupied physically, drawing attention from and guiding players along the game path, as well as attracting interest from the general public (some of who would go on to play SCOOT).

The CheerUp Game

Your S'Avatar Team will need to cheer loudly t get the next clue from PharCycle