About the game

IDentifEYE is not a game to win or lose. Playing the game is not about gaining credits or engaging in challenges that require dexterity or analytical thinking. It rather is a kind of questionnaire which provides feedback but not an end. The special thing about IDentifEYE is that it is an interactive set of questions that give students in a direct and humorous way an insight in the consequences of the choices they make in sharing their data online.


This is made possible by using Augmented Reality. By means of this technology virtual content can be added to reality as depicted on a computer screen, so that it seems that a new reality comes into existence. A recognizable example of this technology occurs during football matches. The viewer at home sees commercials besides the goals that are not present to the viewer in the stadium.


Before playing the game the player (teacher or student) takes their place in front of a computer with a webcam. The game can be started up online and once started the player see themselves as if they were standing in front of a mirror. By answering 20 questions virtual elements are added to this reality. The resulting IDentifEYE image of the player represents their online identity. This identity emerges from the decisions they made while playing the game.


How does it work?


During the game one has to answer twenty questions by means of multiple choices. To be able to answer the questions “markers” that have printed letters A, B, C, and D on them are essential. They need to be printed out. The questions in the game are answered by showing a letter marker to the camera corresponding to the answer of choice. The software recognizes the answer and then augments reality. Sometimes this is temporary, sometimes the augmentation is permanent. It thus visually illustrates that one can influence one’s online identity – as a result of one’s attitude and behavior. After answering the last question a printout can be made of the resulting image. Also a report consisting of all questions and answers given can be generated. These results will be the basis for dialogue and reflection.