links for 2009-07-31

  • A group of clever Finnish researchers have gath­ered all the mate­ri­als they pro­duced in a project where they looked at cre­ativ­i­ty and inno­va­tion tech­niques for game design. If you man­age to plough through the unwieldy Flash inter­face you’ll find a PDF of a book­let that came with an ideation kit they sent to games com­pa­nies. It’s a use­ful resource that lead a group of my stu­dents to cre­ate some real­ly inter­est­ing con­cepts. It’s sure to stay in my tool­belt for times to come.

links for 2009-07-27

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. []

links for 2009-07-18

This pervasive games workshop I ran at this conference

A few things I got peo­ple to do at this year’s NLGD Fes­ti­val of Games:

Paper sword fight

Fight each oth­er with paper swords…

Hunting for a frisbee with lunch-boxes on their heads

…and run around with lunch-box­es on their heads.1

This was all part of a work­shop I ran, titled ‘Play­ful Tin­ker­ing’. The mys­te­ri­ous Mink ette — who amongst many things is a design­er at Six to Start — and I got peo­ple to rapid­ly pro­to­type per­va­sive games that were be played at the con­fer­ence venue the day after. The best game won a mag­nif­i­cent tro­phy shaped like a spring rider.

Some exer­cis­es we did dur­ing the workshop:

  • Play a name game Mink ette had made up short­ly before the work­shop in no time at all. This is good for sev­er­al things: phys­i­cal warm-up, break­ing the ice, demon­strate the kinds of games the ses­sion is about.
  • Walk around the room and write down imag­i­nary game titles as well as names of games you used to play as a child. Good for emp­ty­ing heads and warm­ing up mentally.
  • Walk around again, pick a post-it that intrigues you. Then guess what the game is about, and have oth­ers to fill in the blanks where need. Then play the game. This is most­ly just for fun. (Noth­ing wrong with that.)
  • Analyse the games, break them up into their basic parts. Change one of those parts and play the game again. See what effect the change has. This is to get a sense of what games design is about, and how chang­ing a rule impacts the play­er experience.

Participants brainstorming game ideas

Par­tic­i­pants brain­storm­ing game ideas

Peo­ple then formed groups and worked on an orig­i­nal game. We pushed them to rapid­ly gen­er­ate a first rule­set that could be playtest­ed with the oth­er groups. After this they did anoth­er design sprint, and playtest­ed again out­side the room, “in the wild”. All of this in less than four hours. Whew!

The games that were made:

  • A game that involved hunt­ing for peo­ple that matched the descrip­tions on post-its that were hid­den around the venue. You first need­ed to find a post-it, then find the per­son that matched the descrip­tion on it and final­ly take a pho­to of them for points. This game was so quick to play it already ran at the par­ty, hours after the work­shop finished.
  • Crowd Con­trol’ — com­pete with oth­er play­ers to get the largest per­cent­age of a group of peo­ple to do what you are doing (like nod­ding your head). This game won the tro­phy, in part because of the fero­cious play­er recruit­ment style the run­ners employed dur­ing the playtest.
  • A sail­ing game, where you tried to maneu­ver an imag­i­nary boat from one end of a space to the oth­er. Your move­ment was con­strained by the “wind”, which was a func­tion of the amount of peo­ple on either side of your boat. It fea­tured an ingen­u­ous mea­sur­ing mechan­ic which used an impro­vised rope made from a torn up con­fer­ence tote bag.
  • The lunch­box thing was impro­vised dur­ing the lunch before the playtest. A stu­dent also brought in a game he was work­ing on for his grad­u­a­tion to playtest.

We set up the playtest itself as follows: 

The room was open to any­one pass­ing by. Each game got their own sta­tion where they could recruit play­ers, explain the rules, keep score, etc. Mink ette and I hand­ed each play­er a red, blue and yel­low tid­dly­wink. They could use this to vote on their favorite game in three sep­a­rate cat­e­gories, by hand­ing the run­ners a tid­dly­wink. Peo­ple could play more than once, and vote as often as they liked. We also kept track of how much play­ers each game got. We hand­ed out prizes to win­ners in the dif­fer­ent cat­e­gories (a lucky dip box loaded with piña­ta fillers). The most played game got the grand prize — the spring rid­er tro­phy I cre­at­ed with help from my sis­ter and fab­ri­cat­ed at the local fablab.2

The spring rider trophy and tiddlywinks all set for the playtest

Spring rid­er tro­phy and tid­dly­winks ready for some playtest­ing action

It was a plea­sure to have the elu­sive Mink ette over for the ride. I loved the way she explained what per­va­sive games were all about — being able to play any­time, any­where with any­thing. I was also impressed with the way she man­aged to get peo­ple to do strange things with­out think­ing twice.

We had a very ded­i­cat­ed group of par­tic­i­pants, most of whom stuck around for the whole ses­sion and returned again for the playtest the next day. I’m very grate­ful for their enthu­si­asm. The whole expe­ri­ence was very reward­ing, I’m keen on doing this more often at events and apply­ing what I learnt to the work­shops I run as part of my own games design practice.

Happy, happy winners!

Hap­py win­ners of the spring rid­er tro­phy flanked by Mink ette and yours truly

  1. May­hem ini­ti­at­ed by Evert and Marin­ka. []
  2. I still need to write up the process of the tro­phy’s cre­ation. []

links for 2009-07-07

links for 2009-07-06