You’ll find us at Kunstgras 2010

artifical turf

On Wednesday 2 June you’ll find me at Kunstgras 2010; an event where creative entrepreneurs from the Utrecht area and beyond meet and exchange ideas. The We Love Creatief Utrecht book, which includes an interview myself, will be presented there as well. (Many thanks to Karel Millenaar of FourceLabs for making that happen.)

It’s not often that the local creative scene is mixed up in this fashion – I’ve mostly been presenting Hubbub at games related events – so it’ll be interesting to see how peers from other fields (such as fashion, product design and architecture) respond to our take on things. Here at Hubbub we’re continuously investigating the application of play in many different cultural domains and this research is thoroughly practice-based, so it obviously follows that we’re always looking for interesting folk from other fields to collaborate with.

The program includes Erwin Blom, Ikenna Azuike (Strawberry Earth & Clean Drinks), Kunstenaars&CO, Waag Society’s Creative Learning Lab, the Flying Grass Carpet and Arts the Beatdoctor.

Should be good.

(For those wondering, “kunstgras” is Dutch for artificial turf. Hence the image. I’m as confused as you are.)

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A few predictions for the future of urban games

Best Scene in Town

On Wednesday 14 April I co-hosted the first Best Scene in Town workshop on invitation of Waag Society’s Ronald Lenz. The other co-host was The Mobile City‘s Martijn de Waal. Best Scene in Town is a design contest wherein participants are asked to create an urban game, narrative experience or tour using 7scenes; Waag Society’s “mobile storytelling platform”. The winning entries will be playable at this year’s Nuit Blanche in Amsterdam. As part of the contest, several workshops are offered to inspire and assist those interested in participating.

This first workshop was focused on games and architecture. Both Martijn and I were asked to give a short presentation on the main values of architecture and game design respectively, and then go into a few future scenarios. I’ve posted the full presentation I gave to SlideShare but here’s an excerpt of the scenarios, because I think that’s the most fun part.

Scenario 1: “Would you like points with that?”

The first scenario is about what happens when all mundane activities are turned into games.

It’s an extrapolation of things we are seeing now, such as Foursquare (which attaches points to visits to the pub) and car dashboards like the one found in the Ford Fusion Hybrid, which attaches a score of sorts to your driving behavior.

Getting points for brushing your teeth

The way this future would feel is that you are constantly given points for things you do. Those points are most likely awarded by businesses and governments, to manipulate your behavior. For instance, an electrical toothbrush might award you points for loyal brushing behavior. Those points could result in a discount on your health insurance…

This future works thanks to the proliferation of cheap sensors and networking. These are barely games. The sensing makes your everyday activities measurable. Then, simple game mechanics like collecting and rankings are stacked on top. It’s not about make-believe, it’s about improving who you are and what you do.

Scenario 2: “Be who you aren’t.”

The second scenario I’d like to share with you is about where I think digital games as an entertainment medium are headed. It’s about the player as performer, augmented by a large range of personal technologies.

This scenario is an extrapolation of the social physical games we’ve seen emerge on consoles, such as Guitar Hero. These games are a social activity, you can be a player but you can also be a spectator. They’re performative. And the tech makes you feel awesome, if only just for a minute. It lets your pretend you’re a rockstar. Pretending is at the core of these games and I think that when they collide with lifestyles such as goths (who pretend to be Victorians, essentially) we’ll be in for a surprise… (As another example, you could say parkour players are pretending to be superheroes, or Super Mario, at least.)

Fixie Hero

So imagine you could embody your ambitions, the things you aspire to, without actually having to become them. If you fancy yourself a bicycle courier you can play the Fixie Hero game and show off to all your friends. There’ll be tech that lets you pretend to ride a bike really fast and dangerous without actually, you know, going fast and being in danger. But you’ll feel like it, and you’ll look awesome doing it. Or you can pretend to be a pilot, a fireman, an artist, a head of state, you name it.

So this future is mostly facilitated by progress in post-GUI technologies. It’ll be brought about by all kinds of wearable, portable, personal tech that’ll amplify various senses and capacities. They’ll be stylish, fashionable and fit in with your lifestyle. (Not like these MIT geeks, in other words.)

Scenario 3: “Warning: alternate reality in progress!”

The third and last scenario is about games as tools for proposing and effecting change.

It takes as its starting points a recent trend in the design world, called design fiction. It’s about telling stories about possible futures and making artifacts that represent said future. Here’s a photo from the Lyddle End 2050 project, which was a collaborative effort to build a model of an English village as it might look in the future. On the other hand we have things like alternate reality games that employ a range of media to create the illusion of a coherent mirror world. Zona Incerta, for instance, was a Brazilian ARG about a big corporation buying up the Amazon, which caused quite a stir.

Wading through alternate realities

This future has you stumbling across other people’s realities constantly. You might have some way of filtering them out, or there might be legislation that forces people to warn you about them. Conversely, you yourself might construct and play in realities that you would like to see happen (or would like to prevent). It’s culture jamming gone mainstream, in other words.

This future functions mainly thanks to our overlapping media landscape and the fact that our experience of reality is already fully mediated. Cheap tools and platforms for media production make it possible for individuals and small groups of people to produce and run these games.

Like I said, the whole presentation is on SlideShare.

The teams in the middle of developing their concepts

The teams in the middle of developing their concepts

After our presentations, the workshop kicked off in full. Seven teams worked on concepts ranging from a tour of local markets where the goal was to learn about and collect ingredients for recipes representative of the many cultures that make up the Bijlmer, to a game where you’re awarded points for starting street parties.

I have to say I was pleasantly surprised by the atmosphere and the output of this workshop. I’m curious to see what will result from next editions, since those will continue to collide contrasting fields such as museums versus advertising and film & theater versus interaction design.

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Shaping the city with urban games at Visible Cities #03

Last week I had the pleasure of being able to speak at Visible Cities, which is a series of events on emerging technologies and the city. The third edition looked at urban gaming and brought together architects, designers and technologists to explore how these games can be used to shape cities. Michiel de Lange kicked the evening off with a nice overview of the various categories of urban gaming and James Burke finished the evening with a presentation of VURB‘s project in TrouwAmsterdam called Urbanode. In between, I had the chance to share some of the work we’ve been doing here at Hubbub.

I proposed several ways games can be used to make a change in cities and tied each of them to a past project. I also discussed a few things we learned with each of them.

Mega Monster Battle Arena™ – a mashup of music theatre and gaming – created a context for community involvement in a cultural production. We had a broad range of people from the local community involved in all aspects of the production, but also (most importantly) in the performance itself.

  • The way to combine a story and a game successfully is to find a structure that can accommodate both. We did this by drawing inspiration from martial arts movies such as Enter the Dragon, which mix story bits with fighting set pieces.
  • It can be helpful to conflate the fictive space with the physical place of a performance, as we did by setting the story in an arena. This gives you the excuse to involve the audience without breaking frame.

Change Your World – a team-based street game for youth – was a safe environment in which players can develop real-world skills. This was just a fun game to play on face value, but had embedded in the rules ways to encourage participation.

  • We had a lot of benefit from the flags we employed. Being physical artifacts, they had a lot of affordances that were readily available to us. This you don’t get in software, where you need to build every property of an object yourself.
  • We did not instruct players on how to play the game (that would have been boring). In stead, we gave them a goal and tools and set some boundaries and let them discover the best way to play.

Koppelkiek – a social photo collecting game – created a meeting place for diverse individuals in a troubled neighborhood. The game provided an excuse and a framework for strangers to have brief interactions with each other.

  • It’s not easy to reach a neighborhood as a whole. The way we gained access was through key figures in the area’s social scene. They became ambassadors for our game.
  • The trouble with a purely pervasive game is that it isn’t anywhere in particular and does not consist of readily identifiable events. We decided to mix in fixed places and events to manage the game’s dramatic arc.

So that’s what I talked about mostly. It was nice to be the pragmatic one at an event, for a change. The discussions we had throughout the evening – about the impending gamepocalypse, for instance – were stimulating as well. Thanks again to Juha for the invitation. And if you’re into urban computing and haven’t been there yet, make sure you head to the next event.

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Talking about game design at Visible Cities #03

Head over to TrouwAmsterdam tomorrow for what is sure to be another interesting Visible Cities. I can’t think of another event in NL at the moment that is more at the forefront of urbanism and interaction design. So I’m pleased to announce I’ll be there to provide a short overview of what we’ve been up to at Hubbub (including some recent work we haven’t yet talked about here on the site). The aim of the event is to look at what opportunities there are for applying game design to city problems (such as the ones that are current in Amsterdam’s eastern district). More details at the TrouwAmsterdam site and Facebook. Hope to see you there!

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Architects vs. Game Designers – Fight!

If you’re like me and consider the city to be a playground, then I’d love to have you join me in two weeks at the Waag for the first Best Scene in Town workshop. The aim of this event is to explore the potential of location-based media in the city. We’re looking for participants with ideas or a vision around this topic; game designers, interaction designers, architects and people with a passion for city life.

Waag Society‘s Ronald Lenz has invited me to give a short talk on what the future of the city looks like through the eyes of a game designer. I’m very pleased to be joined by Martijn de Waal of The Mobile City who’ll do the same from an urbanist perspective. During the workshop you’ll get the chance to prototype your idea using the accessible and easy to learn 7scenes platform.

Participation is free of charge. The event takes place on april 14 at Waag Society’s Theatrum Anatomicum (Nieuwmarkt 4, Amsterdam, NL). For a full schedule head over to the event’s page at events.waag.org.

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What do you get when you cross a game with an opera?

The warrior named Fees on her platform

I’ve just added a write-up to the project section. It’s about Mega Monster Battle Arena; a cross between a game and an opera commissioned by Dario Fo, which we were involved with at the start of last year. I still have fond memories of this project, it was our first foray into theatre, something I’m hoping Hubbub will do more of in future. The collaboration with Daniël Hamburger was a lot of fun too. It’s not every day you sit down to hash out an adaptive music system that will be played live by a band during performances.

I wrote about this earlier at Leapfroglog, but now it’s in its rightful place here. Enjoy.

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Slides and notes for Transmutation at Raum Schiff Erde 2010

So I’ve returned from a short but wonderful trip to Hamburg (too short, really). Below you’ll find slides plus notes for the talk I gave at Raum Schiff Erde, a conference put together by a group of Reboot adepts. I have to say, I thoroughly enjoyed the laid-back atmosphere, the curious venue and the nice talks. Many thanks to Sebastian, Matthias and the rest for the crew for inviting me, and for all their hard work.

The talk’s title refers to alchemists’ quest to turn lead into gold, which sometimes feels similar to what we’re trying to do with pervasive games in public urban places.1 To summarize: I start by talking about the fact that games are essentially useless, and that this means applied game design should look for useful results in second order effects. I argue that the contribution of urban games lies primarily in the increased diversity of use of our streets, which is a good thing in itself. I talk about the care designers need to take with the games they deploy, since not everyone is looking to play and we should respect that. Playing games is a voluntary thing by definition. Towards the end I go into different strategies for using games to increase systemic awareness using several games as examples. I wrap up with a look at reward systems we commonly find in games like Foursquare, which now serves as templates for a lot of work in this area. I feel that this leads people away from what game design is about in the first place: creating interesting activities.

View a video of this talk at Hamburg University’s Podcampus, and view the slides and notes for this talk at SlideShare.

Update: below is a video of this talk on Vimeo.

Some recommended sources that served as input for this talk:

  1. In the sense that the initial aim might be unattainable, but the insights we gain along the way might be worthwhile in itself. []
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Kars Alfrink speaking at RaumschiffEr.de in Hamburg

On February 21 I’ll be speaking at RaumschiffEr.de in Hamburg.1 It’s is a little brother of Reboot, a conference in Copenhagen I love for its relaxed atmosphere, eclectic mix of people and slightly countercultural leanings. RaumschiffEr.de aims to help designers and technologists become more aware of the many networks they rely on — people, technologies, objects, materials, life — and how they can contribute to them. I’ve been asked to discuss how games in urban spaces can raise awareness of these networks, and how they can perhaps also serve as catalysts for contributing to them. Looking forward to it, hopefully I can build on some of the stuff I was chewing on at the Club of Amsterdam and NOP last year.

  1. Apparently, the name is a German pun on ‘spaceship captain’ / ‘spaceship earth’ and inspired by Buckminster Fuller’s Operating Manual for Spaceship Earth. []
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A new website

I’ve just flipped the switch on a new version of the website. This site replaces the placeholder site that was up for a while and should be a big improvement. However, as with everything on the web, it will never be finished. So we plan on making adjustments over the coming weeks and months. Surely, bugs will need fixing – if you spot any, do let us know. Content needs some tweaking here and there to accommodate the new design as well. We’ll get around to that soon.

For now, this should serve us fine when it comes to keeping you involved in our activities. So the next post will be about more interesting things, like this new project we’ve landed with the city of Utrecht. Stay tuned!

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Sketching a paper toy for a conference

At Game in the City 2009 we handed out cards to all participants. Here’s a photo:

The nine Hubbub cards

As you can see, there are nine variants. Each has an illustration of a fox doing, well, something on the front, plus a quote. The quotes all relate to the nature of reality in some way.

Part of the card can be taken out. As you can see in the following photo:

Hubbub cards with the center bit removed

The part that is removed could be kept as a reminder. What remains is similar to a view finder. You can look through it and take photos of people, adding their faces to the fox bodies.

We went around during the conference doing exactly this. A selection of the photos we took of people can be seen below:

The rest of this post is a description of the making of these cards, with a focus on the role sketching played in the design. I’m posting this because we more or less stumbled across this form of play by accident. However, we manipulated circumstances so that this accident, this serendipitous encounter of an interesting form of play, was bound to happen. I think this is a trick of much value to designers of games and playful experiences.

Read More »

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