Attracted by the slogan Become a game figure by implant!, participants were invited to get an injection of â€œRFID Judgement tagsâ€? under the skin. They then become Real Players, 1st life personae who are also game figures in the Reality Engine while playing in a real city. They can drive tuned Plymouth racing cars to tag the city and receive a tagging toolbox containing graffiti, spray stencils, stickers, RFID stickers and implant injection kits.
Real objects in the city are subjectively chosen for tagging. The tags are functional but useless (RFID-tags with zero data.) By putting this zero-tag on an object, players de-valuate real world things into virtual play-objects. If the Real Players find a tagged object with a value assigned to it, they zap it. The goal is to change the value of tags into the value Zero by using their â€œWunderbÃ¤umchenâ€? (inspired by the car air fresheners in the shape of a pine), technical toys used for finding and reading tags and/or emitting a target-oriented electro magnetic pulse.
The players come in person to the play’s Pit Stop to be refreshed and to be read. The ID information carried by the bodies of game figures/real players is uploaded. The implants are scanned to receive an individual play time pattern.
The Pata Play Map, a collectively en-played graphical machine, shows the score of each player depending on objects tagged and de-tagged. Depending on each playerâ€™s RFID-number, it generates a graphical element to display the routes between tagging actions over a satellite map. Each location of a tagging action is marked with a WunderbÃ¤umchen sign. The interface integrates GIS systems such as Google Earth and Wikimapia. The look of the map as game score and display, for uploading subjective play data, forms the uncensored on-line map of â€˜the Internet of thingsâ€™.
The difference to existing locative mapping games is that it is no Game, just play, according to the Ludic Society slogan: We sell Play â€“ no Games!