A few weeks ago I had the pleasure of doing an open lecture at CIID; the Copenhagen Institute for Interaction Design. Below you’ll find a selection of the slides I used, plus a rough transcript of what I said.
Not included is arguably the most fun part of the afternoon, which was a playtest of an audience game I’ve been designing. I’ll devote a separate post to that once I get the video footage of the session sorted.
Many thanks to Alie Rose for making this happen and to all who attended and participated. I thoroughly enjoyed it and hope you did too.
About a game
I figured it’s easiest to start with an example. Here’s a video of a game we did last year for the European youth year which took place in Rotterdam.

So how it worked was these kids were all starting movements. They competed for territory by planting flags. They could then campaign for their movement at these places. They were scored based on the number of followers they got. And the winner got cash and coaching to make their movement a reality.
The game was designed to have them experience the value of collaboration first hand. It was also used as visual indicator of what was going on in the city during that year. And it transformed an area of Rotterdam, which is usually almost exclusively used for shopping, into a political arena, sucking in pedestrians and redefining the relationship between young people and adults.
Hyperlocal game design
So I’d like to talk to you today about what I find some of the most exciting stuff to work on at the moment, which is this idea of hyperlocal game design.
“In the end, the design of technology […] must let us actively practice at something, however humble. Taking part in locale is one such activity.”
—Malcolm McCullough, Digital Ground
That kind of departs from the above quote from Malcolm McCullough’s book Digital Ground, where he argues that technology, urban computing if you will, should facilitate people’s participation in place-making.

Because, to some extent, many urban spaces have become just that, space, without any history, layering, local-ness to them. They could be anywhere. And so McCullough argues for designers to be sensitive to place and deploy technology in a way that is appropriate to it.
And I think that to a large extent what has been going on with games in cities, often at least, is that they don’t really relate to the specifics of the location and I think that is a shame. Because I think games can be tools to ‘re-place space’, if you will.
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PLAY Pilots is live
We’ve launched a first version of PLAY Pilots; a web site we’ve been working on the past few months. It is the next phase of our engagement with the city of Utrecht on cultural innovation through play, which I alluded to in this post.1
At this point, the site allows you to see what custom-made live games PLAY Pilots will run at selected festivals (the first one being an awesome spring rider race produced by FourceLabs). You can also play an online game which is all about facing off with your friends in subcultural style battles. If you play any of the games you can pick up collector’s items at the festivals.
We’ve been documenting the process behind the website as well as the live games on a dedicated blog so check it out if you’re interested in how this stuff gets done. PLAY Pilots is as much about doing interesting things with play as it is about sharing the things we learn along the way.
Our list of things to improve and add to the site is growing steadily, and we’ll be patching it up as we go so if you have any suggestions, drop us a line.
I’d like to take this opportunity to thank the team behind the web site, who have worked super hard on it this past period. They are Alper Çuğun (engineering), Bernard Vehmeyer (copy) and Simon Scheiber (design). It’s been a pleasure having them on board as agents of Hubbub. Many thanks to Jeroen van Mastrigt for entrusting us with his brainchild PLAY. And finally, the city and province of Utrecht for providing us with the means to make this happen.