

It's been a dark week. First the mobile stopped working, then the Internet. Bit by bit the networks around the city have been going down. Banks aren't opening, hospitals are only taking emergencies and the trains have stopped running.
The unfamiliar ring of the landline. 'Danske here, I'll keep it brief. We need your help, our engineers can't find what is wrong'. Kung Danske, CEO of one of Europe's largest Telecom companies, recently kidnapped and tortured by an unknown gang of thugs, and now this.
`We need you here right away, we've got some new tech we think might help... If this spreads, the whole network is at risk. You have to find the source of this interference."
Interference is a pervasive game, one that dissolves the boundaries between the computer game and real world gaming. As a team of telecom specialists it is your challenge to find out what is happening with the data networks, but there are dark undertones, all is not quite what it appears to be...
Interference is a technology-supported pervasive game. The game uses Augmented Reality, GPS technology and special-built game artifacts, as well as real-world interaction with people and places to realize a deep, challenging, and varied gameplay experience.
The game is realized in cooperation with SICS and Fraunhofer FIT.A second staging will be produced in February in Kista by the The Interactive Institute. Information about this staging will be found on this page before the end of January.
Interference game design: John Paul Bichard and Annika Waern
Writer - Creative Director: John Paul Bichard
Technical director: Annika Waern
Producer: Emil Boss and Anna Westerling
Kista Staging Actors: Matilda - Caroline Holgersson 2009, Anna-Karin Linder 2008, Catrina - Adrijanna Skarped , Kung – Karl Bergström
Interference game graphics: Johan Lindh
Masks by: Hamask
Recording and sound: Jonas Söderberg
Gamecreator design and implementation: Staffan Jonsson, Daniel Sundström and Henrik Berggren
Runtime system: Karl-Petter Åkesson, Pär Hansson, and Olof Ståhl
Game scripting: Annika Waern and Richard Wezle
Hardware design and implementation: Peter Ljungstrand
Website design and implementation: Urban Ninja and Staffan Jonsson
Interference Düsseldorf staging: Linda Breitlauch with student game crew at MDH http://www.mediadesign.de/
De Falco Antonio
Dziuba Marcin
Fiedler Tom
Hartmann Simon
Kamen Ingolf
Klein Philipp
Prangenberg Thomas
Rippke Dominik
Ritter Timo
Salomon Roman
Voigt Patricia
Interference was produced as part of the IPerG project, funded by the EU IST programme FP6 and Vinnova.
For more information on interference see
www.pervasive-gaming.org
iperg.sics.se


Interference will be played four times in Kista: 6/2, 13/2, 15/2, 16/2 Each game is open for six players and requires no previous game experience.
It costs 300 SEK to participate in the game, and this includes dinner.

You are welcome to download the online press pack. Check back regularly to access updated press releases, images and other assets as they are available.
Press contact: Anna Westerling, producer: aw@tii.se. +46 70 734 76 83
Press in swedish
Feber 2008-01-17
Ny Teknik 2008-01-24
Computer Sweden 2008-01-25
Svenska Dagbladet 2008-01-27


Interference is a game experience that merges digital gameplay with reality on the streets of Kista. Join an exciting hunt along invisible networks and take part in a dark story about power and control where your decisions decide the ending. The game mixes techniques from computer games, live action roleplay, drama and interactive art with wearable technical solutions. It is the last production in the European research project IperG in which scientists, artists and game designers together explore the next generation of games.
Pictures from the staging in Kista 31 January




