Balloon Slam

Balloon Slam drew inspiration from carnival games that involve throwing objects at targets (e.g. throwing darts at balloons or balls at cans). The physical setup involved an enclosed room, one of the walls onto which was projected a SCOOT carnival scene with balloons floating up in the foreground. Players were required to throw a ball at the projections of the balloons to ‘pop’ them, gaining points until a countdown timer ran out. A webcam monitored the projection area and enabled the game to determine if the ball had hit (and therefore popped) a balloon. A certain number of points were required to be reached for the solve for a clue in the greater LBG to be revealed.

Observations of player interactions

Balloon Slam’s interaction model was by far the most physical amongst the installations. It required skills of physical coordination which could be improved upon with repeated practise, and was one of the few installations where the player’s performance could be measured by score. As such it afforded excellent replay value, especially for those players who maintain status by the prospect of a high score.

While not strictly a multiplayer game, Balloon Slam promoted cooperation amongst players as they realised this was the most effective way of attaining a higher score.

Collaborators

  • Shu-Min Heng
  • Dave Wallace
  • Deb Polson

More Images

Balloon Slam images

S'Avatars (SCOOT Players) at the Melbourne Museum 2006 and hands on Art in Brisbane 2007