Buildings and Brains at the Nijmegen Design Platform (NOP)

It’s been a few weeks since I pre­sent­ed at the Nijmegen Design Plat­form (NOP), but I thought it would still be use­ful to post a sum­ma­ry of what I talked about here. 

Update: it took me a while, but the slides that accom­pa­nied this talk are now up at SlideShare. 

A lit­tle con­text: The NOP run fre­quent events for design­ers in the region. These design­ers most­ly work in more tra­di­tion­al domains such as graph­ic, fash­ion and indus­tri­al design. NOP asked Jeroen van Mas­trigt — a friend and occa­sion­al col­league of mine — to talk about games at one of their events. Jeroen in turn asked me to play Robin to his Bat­man, I would fol­low up his epic romp through game design the­o­ry with a brief look at per­va­sive games. This of course was an offer I could not refuse. The event was held at a love­ly loca­tion (the huge art-house cin­e­ma LUX) and was attend­ed by a healthy-sized crowd. Kudos to the NOP for orga­niz­ing it and many thanks to them (and Jeroen) for invit­ing me.

So, what I tried to do in the talk was to first give a sense of what per­va­sive games are, what char­ac­ter­izes them. I drew from the Hide & Seek web­site for the list of char­ac­ter­is­tics and used The Soho Project as a run­ning exam­ple through­out this part. I also tied the char­ac­ter­is­tics to some the­o­ry I found interesting:

  • Mix­ing dig­i­tal tech­nol­o­gy with real world play — I empha­sized that ulti­mate­ly, tech­nol­o­gy is but a means to an end. At Inter­ac­tion ‘09 Robert Fab­ri­cant said the medi­um of inter­ac­tion design is human behav­ior. I think the same holds true for the design of per­va­sive games.
  • Social inter­ac­tionRaph Koster once said sin­gle play­er games are a his­tor­i­cal aber­ra­tion. It is clear much of the fun in per­va­sive games is social. In a way I think they bridge the gap between the “old” board games and con­tem­po­rary video games.
  • Using the city as a play­ground — Here I could not resist bring­ing in Jane Jacob’s notions of the city as an enti­ty that is organ­ised from the bot­tom up and Kevin Lynch’s work on the men­tal maps we cre­ate of cities as we move through them. Cities play a vital role in facil­i­tat­ing the play of per­va­sive games. At best they are the main pro­tag­o­nist of them.
  • Trans­form­ing pub­lic spaces into the­atri­cal stage­sets — This is relat­ed to the pre­vi­ous one, but here I made a side­step into the embod­ied nature of play­er inter­ac­tions in per­va­sive games and how embod­i­ment facil­i­tates read­ing at a dis­tance of such actions. In a sense, the social fun of embod­ied play is due to its per­for­ma­tive quality.

After this, I tried to show why design­ers out­side the domain of games should care about per­va­sive games. This I did by talk­ing about ways they can be used for pur­pos­es oth­er than ‘mere’ enter­tain­ment. These were:

  • Enlarg­ing per­ceived real­i­ty; you can cre­ate games that play with the way we cus­tom­ar­i­ly per­ceive real­i­ty. This was inspired by the talk Kevin Slavin of Area/Code deliv­ered at MIND08. Exam­ples I used were Cross­roads and The Com­fort of Strangers.
  • Chang­ing human behav­ior for the bet­ter; think of the Toy­ota Prius dash­board­’s effect on people’s dri­ving behav­ior. Exam­ples of games that use feed­back loops to steer us towards desir­able goals are Cryp­to­Zoo and FourSquare.
  • Crowd­sourc­ing solu­tions; games can sim­u­late pos­si­ble futures and chal­lenge play­ers to respond to their prob­lems. Here I used Jane McGo­ni­gal’s ideas around col­lec­tive intel­li­gence gam­ing. The exam­ple game I talked about was World With­out Oil.
  • Con­vey­ing argu­ments pro­ce­du­ral­ly; Ian Bogost’s con­cept of pro­ce­dur­al rhetoric isn’t spe­cif­ic to per­va­sive games, but I think the way they get mixed up with every­day life make them par­tic­u­lar­ly effec­tive chan­nels for com­mu­ni­cat­ing ideas. I used The Go Game, Cru­el 2B Kind and Join the Line1 as examples. 

By talk­ing about these things I hoped to pro­vide a link to the audience’s own design prac­tice. They may not deal with games, but they sure­ly deal with com­mu­ni­cat­ing ideas and chang­ing people’s behav­ior. Come to think of it though, I was doing a very old media style pre­sen­ta­tion in attempt to achieve the same… Oh well.

  1. Join the Line is a game stu­dents con­cep­tu­al­ized dur­ing a work­shop I ran. []