Across Town Tug of War

Across Town was designed with the specific intention of exploiting the Cultural Broadband Network (CBN), which linked the physical sites of SCOOT, for creative purposes. Two teams of three players competed in several rounds of skill tests that involved all players hitting coloured buttons in a sequence mimicking that displayed on a projection. Players were rewarded for speed and timing in a fashion similar to Dance Dance Revolution ( Web cam feeds of both teams were inset into the projection so players were visible to each other throughout game play. One team would be located at the Melbourne Museum, while the other played from ACMI, several kilometres away, with the game play data and camera feeds being synchronised across the CBN in real time.

Observations of player interactions

Across Town was particularly exciting for those players and teams who relished competing against other players and teams as it was the only installation to allow such direct competition. This was enhanced by the ability for competing teams to see each other in real time via the webcam feeds, and much player interaction was enacted visually (e.g. waving, gesturing, sign language etc.) Even though it was not required to win the Across Town game, players used this social interaction to attain and advertise status within the SCOOT player community.

The split locale of the Across Town installation, combined with the live video feed provided players with a glimpse into the future of the game path, as well as a sense of familiarity when they arrived. This managed to tie the locations together conceptually as well as making visible the larger community of players. This could explain the fact that Acroos Town had by far the greatest spectator count of the installations.


  • Simon Joslin
  • Michael Szewczyk
  • Dave Wallace
  • Shu-Min Heng
  • Deb Polson

More Images


This video shows Across Town (TUG 1) installed at the Melbourne Museum.

TUG 1 and 2

The Mission Cards for TUG 1 and 2