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Pervasive and Environmental Game Design
Workshop
Jeff Watson@remotedevice
http://remotedevice.netUSC Game Innovation Lab / OCAD University
October 19th, 2012
Stirring $#!* Up With Games!
Jeff Watson@remotedevice
http://remotedevice.netUSC Game Innovation Lab / OCAD University
October 19th, 2012
Workshop Objective
In less than 30 minutes, make a game that will transform the conference environment, using only
what is in this room…
Context: Transforming Urban Environments
Georges-Eugène HaussmannUrban Planner
Boulevards of Paris, “Haussmannization”
1860s, 1870s
L’embellissement strategique.
Situationist InternationalRevolutionary Group
Psychogeography, the construction of “Situations”
Guy Debord, ConstantNieuwenhuys, Rauol Vaneigem, et al.
c. 1957 - 1972
“[Only] play can deconsecrate, open up the possibilities of total
freedom . . . the freedom, for example, to turn Chartres Cathedral
into a fun-fair, into a labyrinth, into a
shooting-range, into a dream landscape.”
Raoul Vaneigem, quoted in Plant, The Most Radical
Gesture, 129.
Theory of the DériveGuy Debord, 1958.
Drift Deck: contemporary dérive practice.Near Future Laboratory, 2010.
Dramaturgy of the LocalAction, not SimulationThe Social is the MediumOptimize for Agency
Environmental Game Design: Four Principles
Dramaturgy of the Local
The impact of an environmental game is directly proportional to the degree to which the game is sensitive to local conditions. The mandates and design strategies underlying any environmental game must thus be derived from a careful analysis of the target environment. While environmental games may or may not be “high tech,” they must always be “high touch.”
Erving GoffmanSociologist
Dramaturgical Analysis
The Presentation of Self in Everyday Life (1959)
Action, Not Simulation
Action, not simulation: Environmental games are not only calls to action. Rather, they are substantially the action itself, articulated through the procedures of play as they are manifested in the lived environment.
Reality Ends Here (2011-present)Impact mandates: collaboration, peer discovery, media experimentation
Game actions: collaboration, peer discovery, media experimentation
Macon Money (2010)Impact mandates: build personal connections, support local business
Game actions: build personal connections, support local business
Optimize for Agency
Leverage motivation, optimize for agency: Environmental games activate player agency and create new social and learning motivations by providing channels for the expression of existing motivations.
All of us have desires, all at least who have not become so pathological that they arecompletely apathetic. These desires are the ultimate moving springs of action.
John DeweyExperience & Education
The Social is the Medium
Learning, community-building, and environmental transformation are inherently social operations. The primary “medium” of the environmental game is thus the network of social relations, both potential and real, that exists among its players. In many contemporary environments, this network exists in both physical and digital spaces.
Workshop Objective
In less than 30 minutes, make a game that will transform the conference environment, using only
what is in this room…
• Analyze the space – what’s working, what isn’t, what’s possible, what’s not.• Identify mandate – what do you want to happen that isn’t happening
already/enough?• Identify core action of game – focus on action, not simulation. Does the play of your
game directly bring about the kinds of things you want to make happen? Or does it just call for those things?
• Develop a playable prototype – use what’s available what can be done, rather than what might be done “if” or “when.”
• Optimize for agency – how does your game leverage your players’ existing motivations?
• The social is the medium – all lived environments are social environments. How does your game impact and spread through the social lives of your players?
Methodology
Thank you!
Jeff Watson@remotedeviceUSC Game Innovation Lab / OCAD University