Julian kept talking me about this mobzombies project (by William Carter, Aaron Meyers, William Bredbeck):

MobZombies explores a new dimension of handheld gaming by adding motion awareness to classic arcade style gameplay. Using a handheld device, and a custom motion sensor, players enter a virtual world infested with pixel-art zombies (a homage to vintage 8-bit console games). The goal of the game is to stay alive, running away from or planting bombs to destroy the ever-encroaching zombies. The twist is that a player's physical position controls the position of their zombie-world avatar, forcing the player to actually move around the real world to succeed in the game.

The virtual zombie-world is a simple environment -- the game's complexity comes from players having to negotiate real-world objects in order to avoid the zombies and stay alive. The scoring system is simple: the longer you can stay alive, the higher your score. Of course, the longer you stick around, the more zombies you'll encounter.

Why do I blog this? that's a good way to connect the materiality of 1st life (with tangible interactions) and a second life instance. Since I am interested into gestural grammar of interactions, this seems to be a relevant platform to explore.