Adrian Hon | |
---|---|
Born | August 1982 (age 41) England |
Occupation | Writer, game designer |
Education | Natural Sciences at University of Cambridge, University of Oxford, University of California, San Diego |
Notable works | Perplex City (2004), Zombies, Run! (2012) |
Website | |
mssv |
Adrian Hon (born August 1982 [1] ) is an English writer and game designer specializing in alternate reality games and transmedia storytelling. He is the CEO and founder of Six to Start, creator of the fitness game Zombies, Run! , and a non-fiction and sci-fi author.
Hon was lead producer and designer of the alternate reality game Perplex City at Mind Candy from 2004 to 2007. [2]
In 2001, at the age of 17, Hon delivered a TED talk on Mars exploration. [3] He cofounded youth outreach program Generation Mars, [4] served as the editor of the Mars Society's official online magazine and forum, [5] and in 2002, spent two weeks at the Mars Society Desert Research Station.
Hon became interested in alternate reality games in 2001 while working on a neuroscience degree at university.
In 2001, Hon was a co-moderator of the Cloudmakers, the discussion group for The Beast . At the end of the game, he wrote a 130-page walkthrough of The Beast and participated in the post-game debrief at Microsoft. [3]
In 2004, he joined Mind Candy as their director of play. [3] [6] He produced the alternate reality game Perplex City , which ran from April 2005 to February 2007. Players solved puzzle cards to uncover the mystery of a missing artifact known as "The Cube" and competed for a real-life £100,000 prize.
For his work on Perplex City, Hon received one of the 2005 Origins Award winners, the "Vanguard Innovative Game Award", with Michael Acton Smith.
In 2022, Hon was featured in an NHK documentary Finding Satoshi about a long-running puzzle, "Billion to One", which was solved in December 2020 by Tom-Lucas Säger and Laura E. Hall. [2] [7]
In 2007, Hon founded Six to Start with his brother Dan. [6]
In September 2011, the Six to Start team, with writer Naomi Alderman, launched a Kickstarter for mobile exergame Zombies, Run! , a running game and audio adventure that uses a phone's GPS and accelerometer. Zombies, Run! was funded by a Kickstarter campaign which raised more than five times what was expected, a total of $72,627 from 3,464 backers in October 2011. Zombies, Run! became the highest-grossing Health & Fitness app on Apple's App Store within two weeks of its initial release. [8]
Fast Company named Six to Start as one of their top 10 most innovative companies of 2013, describing Zombies, Run! as "one part audio book, one part video game, and one party sneaky personal trainer". [9]
Six to Start and Alderman also created The Walk, a similar game to encourage increased physical activity throughout the day. [10] [11] The app was sponsored by the UK's National Health Service and Department of Health [12] and was the first game to be funded so. [13] In 2018 The Walk was turned into a podcast and released through Panoply Media.
In March 2021, digital fitness lifestyle company OliveX acquired Six to Start. Hon was appointed chief innovation officer at OliveX and serves as executive director for Six to Start. [14]
From 2010 to 2013, Hon wrote a regular column for The Telegraph. As of 2022, Hon is a monthly columnist for the print edition of EDGE magazine.
In 2013, Hon wrote A History of the Future in 100 Objects, an alternate history science fiction book looking back on the 21st century from the perspective of the year 2084. [3] The book was the subject of a 2017 art exhibition for the Shanghai Project by artist Chen Xi, curated by Yongwoo Lee and Hans Ulrich Obrist. [15]
In 2020, MIT Press published a new edition of A History of the Future in 100 Objects with fifteen new chapters and three revised chapters. [16]
In 2020, Hon wrote a viral Twitter thread and follow-up post [17] [18] comparing conspiracy theory QAnon to a video game designed to hook consumers. [19] [20]
Hon released You’ve Been Played: How Corporations, Governments, and Schools Use Games to Control Us All in 2022, about the development and use of gamification. [21]
MSN is an American web portal and related collection of Internet services and apps for Windows and mobile devices, provided by Microsoft and launched on August 24, 1995, alongside the release of Windows 95.
An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone, tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.
Perplex City was an alternate reality game (ARG) created by Mind Candy, a London-based developer in 2005. Adrian Hon was the producer, designer and director of the game's first and only season, in which players searched for "The Receda Cube", an artifact of spiritual significance to the inhabitants of a fictional metropolis known as "Perplex City" which had great scientific value. In the game, "The Cube" had been stolen and buried somewhere on Earth.
OnMobile is an Indian telecommunications company, headquartered in Bangalore. It offers products such as Videos, Tones, Games & Contests. Based on current deployments, OnMobile has over 100 million active subscribers and an addressable base of more than 1.68 billion mobile users across several geographies.
The Go Game is a competitive game put on by a San Francisco company of the same name. Players race through the game zone solving clues and performing tasks with the aid of a cell phone and digital camera in an effort to earn the most points. The Go Game advertises itself as “the future of corporate play,” and was voted “Best Way to Rediscover Your City” by the SF Weekly.
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles in non-game contexts.
Andrea Phillips is an American transmedia game designer and writer. She has been active in the genres of transmedia storytelling and alternate reality games (ARGs), in a variety of roles, since 2001. She has written for, designed, or substantially participated in the creation of Perplex City, the BAFTA-nominated Routes, and The 2012 Experience, a marketing campaign for the film 2012.
Zombies, Run! is a 2012 mobile fitness game co-developed and published by British studio Six to Start and Naomi Alderman for iOS and Android platforms. Set around Abel Township, a small outpost trying to survive the zombie apocalypse, players act as the character "Runner 5" through a series of missions during which they run, collect items to help the town survive and listen to various audio narrations to uncover mysteries.
Ingress is an augmented reality (AR) mobile game developed and published by Niantic for Android and iOS devices. The game first released on December 14, 2013, for Android devices and then for iOS devices on July 14, 2014. The game is free-to-play, uses a freemium business model, and supports in-app purchases for additional in-game items. The mobile app has been downloaded more than 20 million times worldwide as of November 2018.
MyFitnessPal is a health and fitness tracking smartphone app and website. The app is available for Android and iOS devices.
An activity tracker involves the practice of measuring and collecting data on an individual's physical and psychological activity to keep track and maintain documentation regarding their health and wellness. Used for many groups even animals as seen in collar-mounted activity trackers for dogs. A lot of the data is collected through wearable technology such as wristbands which sync with mobile apps through Apple and Samsung. As daily technologies such as phones and computers have been innovated, it paved the way for such wearable tracking technologies to be advanced. There are a variety of stakeholders involved in the usage of activity tracking through wearable technology and mobile health apps, knowing how much they track ranging from fitness, mood, sleep, water intake, medicine usage, sexual activity, menstruation, and potential diseases raises the concern on privacy given a lot of data is collected and analyzed. Through many studies that have been reviewed, data on the various demographics and goals these technologies are used provide more insight into their purposes.
Habitica, formerly HabitRPG, is an online task management application developed by HabitRPG, Inc. It was founded on January 30, 2013. The application uses the format of a role-playing game to organize tasks. Habitica is an open source project. It has attracted the interest of scientific research into the efficacy of habit-forming.
Cicada 3301 is the name given to three sets of puzzles posted under the name "3301" online between 2012 and 2014. The first puzzle started on January 4, 2012, on 4chan and ran for nearly a month. A second round of puzzles began one year later on January 4, 2013, and then a third round following the confirmation of a fresh clue posted on Twitter on January 4, 2014. The third puzzle has been solved. The stated intent was to recruit "intelligent individuals" by presenting a series of puzzles to be solved; no new puzzles were published on January 4, 2015. A new clue was posted on Twitter on January 5, 2016. Cicada 3301 posted their last verified OpenPGP-signed message in April 2017, denying the validity of any unsigned puzzle.
A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.
Health Score is a scoring system used by several mobile health companies in various ways to track an individual's health via Quantified Self and the help of mobile applications, social networking and elements of gamification. According to them when tracked over time, it offers a good directional indicator of how the users health and well-being is evolving over time. The scoring engine varies considerably from one company to another, and in some cases, the scoring engine is trademarked and/or patented, such as in the case of dacadoo. Health is invisible and therefore, all health scores in use have one thing in common: they want to capture and measure health and wellness and make it visible.
The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai Chou.
A fitness app is an application that can be downloaded on any mobile device and used anywhere to get fit. Fitness apps are designed to help with exercise, other types of physical training, nutrition and diet, and other ways to get fit.
Nintendo, a Japanese home and handheld video game console manufacturer and game developer, has traditionally focused on games that utilize unique elements of its consoles. However, the growth of the mobile gaming market in the early 2010s led to several successive fiscal quarters where they were running at a loss, partially due to the failure of the Wii U. Nintendo, led by president Satoru Iwata at the time, developed a strategy for entering into the mobile games market with development partner DeNA, as a means of introducing their franchise properties to mobile players with a goal of bringing them to buy Nintendo's consoles later. From 2015 to 2020 Nintendo has internally developed a number of mobile games, while also publishing games with other developers, including games outside of the initial DeNA partnership. Several of them have entered the top-downloaded games list on the iOS App Store and Google Play stores, earning over US$100 million in revenue in total. However, as Nintendo's next console, the Nintendo Switch, proved a financial success for the company, coupled with dwindling numbers on its mobile games during the COVID-19 pandemic, Nintendo quietly backed off its mobile strategy starting in 2020, though continued to back Pokémon Go and future Pokémon games.
Laura E. Hall is an American immersive artist, puzzle game designer, and writer. She has written several books about video games, immersive entertainment, and escape rooms.