Digital Playground

In July 2010, children aged eight to twelve could be seen chasing one another round the University of Twente's Smart XP lab, while circles and figures were projected on the floor. As they ran around, the children were not just playing, they were actually contributing to scientific progress.

Daniel Tetteroo designed a "digital playground" for his Master's thesis in Human Media Interaction. The children were given special caps that allowed an infrared camera to track their position within a screened room. At the same time, a circle was projected onto the floor in front of each child. These circles followed the children as they moved through the room. Other figures were also projected onto the floor. Unlike the circles, these creatures were 'afraid' of the children, and tried to run away from them. The children were able to capture these creatures, and each one that they caught became stuck to their personal circle. The more figures the children caught, the larger their circle became. They could also steal creatures from one another.

The game's rules were created by the children themselves. Some groups of children gathered as many creatures as possible, while another group just played tag - the child with the largest circle being 'it'.

Daniel Tetteroo studied the children's behaviour as they played. "I deliberately developed a game with no fixed rules, so the children had to work it out for themselves. I was interested in studying ways of creating interactions between children in a digital game with no rules - at least none developed by adults."