Seminar - A Few Problems with Pervasive Games
05/05/09 07:48 AM
seminar with Dan Dixon - A Few Problems with Pervasive Games
Dan Dixon - A Few Problems with Pervasive Games
Dan - worked for BBC and with communities and social networks
Prezi.com - on line slide show - great software for zooming in and out
www.pervasivegaming.org
the magic circle - outside life, fixed rules, no gain - as with football, clear beginning and end and clear structure
Kate Salen and Eric Zimmerman - Rules of Play
Huzinga - Homoludens
creates social groups
Definition of pervasive games
Markus Montola - “Exploring the edge of the magic circle
ARG’s like ‘The AI Game” or ‘I Love Bees”
The Magic Circle of games
working with folk who are playing, and those who are not - passers by
Jane McGonigal - Ubicomp games
‘research prototypes that advance the scientific agenda of ubiquitous computer research through game design”
Pervasive games
“Performance based interventions that use game imagery to disrupt normative conventions of public and private technologies”
Ubiquitous Computing
‘Commercial entertainment projects that replicate interactive affordances of video and computer games in real worlds”
For Sydney Garden - click on image and get enlargment -get chains of hot spots
I Love Bees - seeded on the internet, based through telephones / payphones throughout the states
Halo 2 back story - financed by Mircrosoft
‘Can you see me now?’ Balst Theroy
Momemntum Prosopopeia
Pervasive live action role play
250 million games consuls - 100 million games in this year alone - millions of people playing games on iPhone, xbox etc.
But very few people playing pervasive games
Semiotics - semantics - syntactics - pragmatics
Representation - signs, context, signified, interpretation
Games have representation
Narratology vs Ludology
Clear semiotics - clear structure, especially with elements of replay
Pervasive games tent to be ambiguous
pervasive games sitting in area of games as art - with happenings as a root
Harold Garfinkle - social breaches
breaking societies rules - physical breaches, breaks in the temporal and physical
breaking out of the social order - or indeed, in relation to Sydney Gardens, using games to create social coheasion
Wearing hats in school - and the pedology of the sofa
Teacher not understanding group walking around school
experience designer
television - watching a film through because it is on, not finding the time to actually watch a film.
Dan - worked for BBC and with communities and social networks
Prezi.com - on line slide show - great software for zooming in and out
www.pervasivegaming.org
the magic circle - outside life, fixed rules, no gain - as with football, clear beginning and end and clear structure
Kate Salen and Eric Zimmerman - Rules of Play
Huzinga - Homoludens
creates social groups
Definition of pervasive games
Markus Montola - “Exploring the edge of the magic circle
ARG’s like ‘The AI Game” or ‘I Love Bees”
The Magic Circle of games
working with folk who are playing, and those who are not - passers by
Jane McGonigal - Ubicomp games
‘research prototypes that advance the scientific agenda of ubiquitous computer research through game design”
Pervasive games
“Performance based interventions that use game imagery to disrupt normative conventions of public and private technologies”
Ubiquitous Computing
‘Commercial entertainment projects that replicate interactive affordances of video and computer games in real worlds”
For Sydney Garden - click on image and get enlargment -get chains of hot spots
I Love Bees - seeded on the internet, based through telephones / payphones throughout the states
Halo 2 back story - financed by Mircrosoft
‘Can you see me now?’ Balst Theroy
Momemntum Prosopopeia
Pervasive live action role play
250 million games consuls - 100 million games in this year alone - millions of people playing games on iPhone, xbox etc.
But very few people playing pervasive games
Semiotics - semantics - syntactics - pragmatics
Representation - signs, context, signified, interpretation
Games have representation
Narratology vs Ludology
Clear semiotics - clear structure, especially with elements of replay
Pervasive games tent to be ambiguous
pervasive games sitting in area of games as art - with happenings as a root
Harold Garfinkle - social breaches
breaking societies rules - physical breaches, breaks in the temporal and physical
breaking out of the social order - or indeed, in relation to Sydney Gardens, using games to create social coheasion
Wearing hats in school - and the pedology of the sofa
Teacher not understanding group walking around school
experience designer
television - watching a film through because it is on, not finding the time to actually watch a film.