Occupy the future at Playful 2011

After making the many different creative industries out there take games seriously (and subsequently sort of regretting the consequences) Playful was back this year and decided to look towards the future. Ever since I presented there in 2008 this has probably been my favorite event of the year. So I returned after a much-regretted hiatus to attend Playful 2011 – the shape of things to come.

Longing for a Death Star

Conference director Toby Barnes kicked off the day bemoaning the fact that there was still no Death Star floating somewhere in space. He longed for a return of ambitious future thinking as opposed to the more mundane, close-to-home, near future foresight that seems to be in vogue. The “where’s my jetpack” argument, basically. But Toby qualified this further by adding he was longing for more folk wanting to make “a dent in the universe” because, as was implied, that is what these times call for.

Escaping the prison of imagination

He was later scolded by Marcus Brown, being accused of living in the “middle aged future” a neat term he coined to describe the fact that current innovations are shaped by the ideas imprinted on our collective unconscious by science fiction of the 70s and 80s, best exemplified by the uncanny resemblance of Siri to HAL-9000.

What I found most fascinating about Brown’s talk, but sadly had to be rushed due to time constraints, were three far-future worlds he sketched and subsequently challenged the audience to imagine living in. “The Billion Dollar Show”, for instance, is a world post peak-oil, where we have to make do without any fossil fuels. It’s not a distopia, but something akin to a real-life FarmVille.

Science fiction, as Al Robertson pointed out earlier in the day, has constructive playfulness at its core. What I think Marcus Brown was attempting to do was get us thinking beyond what we know, and force our minds into the unknown, and to get playfully creative with the possibilities. To break out of the future scenarios we know from the sci-fi that have aged and – let’s face it – haven’t aged well.

Making things that dent

However, there is something in Toby Barnes’s call for “making a dent”, but I think it needs to be coupled with Marcus Brown’s demand to break out of the “prison for kids with too much imagination”. And in fact, during the day, some of the talks I enjoyed the most were great examples of constructive playfulness attempting to make a dent – however small – in culture.

Brendan Dawes sung the praises of devices such as the MakerBot, and emphasized the need for each of us to have a “shed” in which to experiment and tinker (even if the thing you call a hacker space is actually just the back room). The fact that this can lead to interesting new products is exemplified by Popa, “a big red button for your iPhone camera”. Which arguably would not be possible without the futurey technologies at our disposal today, such as desktop fabrication.

Both Chris O’Shea and Toca Boca called for more open-ended play in iPhone games for kids – something which I think can be directly traced to Playful’s evangelism over the past years. Chris shared work-in-progress on a digital race car toy, which included experiments with physical iPhone cases that kids could build themselves. Toca Boca impressed us with a large number of digital toys for imaginative play produced in under a year, with my personal favorite being Toca Hair Salon. Who doesn’t want to groom a lion?

Finally, Matthew Ward amazed me with Green=Boom, an installation allowing you to experience the thrill of disarming a bomb, something we’ve seen a zillion times in action movies but have probably never done ourselves. The bomb in this case is a balloon which is popped if you cut the wrong wire. It’s amazing to see how our bodies respond to a seemingly harmless setup like this with high levels of distress. Apparently decades of seeing others go through the ordeal on the silver screen has conditioned us in a big way.

To summarize, what I took away from Playful is that making things is still the best way to complain, wether it’s consumer electronics’s shift to touchscreens, the competitive nature of entertainment software for kids, or the consumption of violent imagery in mainstream media, the future we find ourselves living in today enables individuals to make real, tangible interventions with very little time and means required. Consumer culture has become a playground for makers.

Update, October 24, 2011: added section headers and a few more links.

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Things we’re working on (volume 3)

Four months have passed since the previous update on our projects so it’s about time for a new one.

Curating a playful exhibition

The lovely folk at Storm have asked me to return as curator of the playful-slash-interactive exhibition that will be part of youth theatre festival Tweetakt 2012. I did the one this year, had fun, learned a lot too and we got some nice responses so I’m keen to have at it again. It’s early stages so I am mostly making lists of interesting work that has caught my eye over the past year. The next step will be to filter it and try to come up with a cohesive selection. Some patterns I’ve spotted thus far are tentatively titled Robots and Making. We’ll see how those develop.

Publishing on Code 4

You may have noticed a new project writeup in the portfolio about Code 4 (previously referred to as Maguro). We’ve talked about it at Chi Sparks and Think Design Play and are now in the process of producing a short video that’ll hopefully give you a better feel for the player experience. One of the challenges of working with pervasive games is that a lot of the action happens off the screen and so there are few artifacts that we can use to show the game. The game is in fact a performance that needs to be registered, so that is what we’re doing now. I’m working with the great Hein Lagerweij on this one who I first collaborated with for the Buta videosketch. Speaking of which…

Publishing on Buta

We screened a sneak preview of the Buta videosketch at Think Design Play and I think it’s safe to say we raised a few eyebrows. It was interesting presenting work at an academic conference where most of what was presented were articles. I got the sense some attendees weren’t as accustomed to responding to stuff as they are to discussing ideas. On the upside, I noticed lots of comments and questions that were exactly the kinds of considerations we want to stir with this video. I am going to ask for a bit more patience on your side and promise you’ll get to watch the video yourself soon.

Art van Triest and Hein Lagerweij at the Vechtclub

Art van Triest and Hein Lagerweij at the Vechtclub

Making a game that teaches astronomy

Finally, there’s Iruka, which is the main project happening in the studio at the moment. It’s me and Karel Millenaar (game design heavyweight) working with Noordhoff Publishers (producers of teaching materials for all levels of education) and the Amstelveen College (a secondary school) to explore the opportunities games and play provide in the classroom. Specifically, we’re looking at novel teaching methods for the ‘general natural sciences’ course which is mandatory for all fourth-year students in VWO. This course covers a lot of subjects, but we’re building a pilot around astronomy. That’s right, we’re exploring space! We’ve come to the point where a concept has been approved and we can start to work out the details and build a prototype. Playtesting will happen in the classroom throughout the rest of this year and hopefully, come january, we’ll have something to share with you.

Anyway, that’s it from me for now. As always, if any of this peaks your interest, don’t be shy and drop a note below.

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The Transformers at dConstruct 2011

Over two weeks have passed since dConstruct 2011 so it’s high time I post my talk.

I felt a bit apprehensive about this one: dConstruct tends to have a pretty heterogeneous audience, so it’s hard to know what kind of talk to shoot for. In addition, I was slightly worried about how people would react to my comments on the UK riots, being an “outsider” myself.

However, I get the sense people appreciated my attempt to connect design (game design in particular) to current issues, which is gratifying. I guess I should’ve just trusted Andy Budd’s judgement when he okayed my abstract. Him and the rest of the folks at Clearleft did an outstanding job putting this on and I am glad to have been part of it.

So below are some of my slides and notes. This isn’t a verbatim account of what I said that day, but rather a kind of hypertext remix. It’s become a bit of a long read, but I do hope it’s worth it. Enjoy, and do get in touch if you have any comments, questions and so on.

Update, October 6, 2011: a video of this talk is now up on vzaar.

Read More »

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Catch us at NPOX, PICNIC or Playgrounds

I’ll be involved with a few more interesting events, so here’s a quick rundown.

  • I’ll be participating in a panel on gamification at NPOX, the annual conference for creatives of the Dutch public broadcasting services. I’ll talk about PLAY Pilots, and offer my perspective on a case submitted by the audience.
  • At PICNIC, I’ll contribute to a session that reflects on – amongst other things – the work done by participants of the VURB workshop Builders at Play.
  • And finally, at Playgrounds, we’ll run a pop-up edition of This happened, as well as some other stuff that we’ll announce as soon as we’ve finished preparations.

Perhaps I’ll catch you at one of these?

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Speaking about Code 4 at Think Design Play, the DiGRA conference

This year the DiGRA conference will take place 14-17 september in Hilversum, the Netherlands. My alma mater, the Utrecht School of the Arts, is hosting.

We couldn’t resist submitting a practice paper on Code 4, the game we made for the Dutch Tax Administration.1 It got accepted, so I’m speaking.

The program is packed with interesting people, such as Eric Zimmerman, Bernie DeKoven and Reiner Knizia. The opening party features the likes of Kid Koala and Copenhagen Game Collective. So this looks like it will be a winner. Our abstract is below. Hope to see you there:

Promoting organizational change within large government bodies remains an elusive goal. The game Code 4 is developed to create a coherent fully mixed media approach to eliciting organizational change effects by employing employees as the primary actors (players) in a game. The Code 4 game is set in an analogous world with a clear cause to action during a dystopian financial crisis and with rules that mirror but also counteract existing bureaucratic processes. The gameplay rewards successful collaboration regardless of the existing organizational framework. In-game player behavior and results from surveys indicate that most players become wholly engaged with both the core game and with the supporting encounters and that the transfer of game effects is successful.

  1. With the help from Alper Çugun, Herman Koster and Marinka Copier. []
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We’ve moved (again)

A year ago we made the move together with Dutch Game Garden to Neude 5. Since then, we’ve had the pleasure of sharing a studio with our friends at FourceLabs. But the 40m2 space we had at our disposal could not contain both our ambitions any longer. So starting this month, we’re in a new space. Still in the game garden, but on the first floor, with a nice view of Neude square, and a lot of room.

A shot of the new studio

I am really excited with this step. The new studio allows Hubbub to continue its journey as a networked studio. We now have plenty of space for both existing and future ‘agents’ to come in and work with us on exciting new projects.

It also allows us to host other activities, such as regular board gaming sessions for inspiration, workshops and other things we might think of down the road.

I’m looking forward to welcoming clients, friends and colleagues to our new studio. If you’re in the area, do drop by.

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Six games about architecture

I went looking for a few recent examples of games that deal with architectural themes in some way. I pulled these mostly from a few of the major street games festivals that are out there, such as Come Out & Play, Hide & Seek, Igfest and You Are GO!

Just from this small sample size it is apparent that there are many ways to deal with a city and buildings in a game. You can use the physical layout of a space, or the stories clinging to a place. You can use games to discuss urban processes, or map not only physical but also psychological geography.

Anyway, here’s six games that I found.

Physical space as plaything

Cross my Heart + Hope to Die

Photo (c) Lia Bulaong

Cross my Heart + Hope to Die is interesting first of all for the profiles of its creators. Eric Zimmerman is well know for being the co-author of the seminal Rules of Play, as well as for having created a number of interesting games such as SiSSYFiGHT 2000. For Cross My Heart + Hope to Die, which premiered at the 2010 Come Out & Play Festival in NYC, he collaborated with architect Nathalie Pozzi. The result is a game in which the physical layout of space plays a major role. Players rearrange the walls of the life-sized labyrinth in which the game takes place. Even though these walls are in fact not much more than semi-transparent drapes, and as such wouldn’t obstruct movement, they are enough to signal partitioning of space. They also prevent players from seeing all that is going on, while still giving them a hint of what is close by.

Urban processes as subject

Gentrification: The Game!

Photo (cc) Kate Raynes-Goldie

Gentrification: The Game! by Atmosphere Industries attempts to emulate the social process of wealthier people moving into low-income neighborhoods. The game pits players against each other in the roles of locals and developers. Developers imagine ways in which they would redevelop existing buildings. Locals take action to halt the process of gentrification through various means, such as protests. Players track their process using a mobile app which feeds back the changes to the buildings – the imaginary gentrified cityscape. This is very close to what I imagined a real-life version of Golfstromen‘s Gentrification Battlefield would be like.

Rulespace versus meatspace

Visible Cities

Visible Cities, by Holly Gramazio and Kevan Davies, is a relatively straightforward checkpoint chase game but with an interesting twist. Although checkpoints are all physically in the same area, the game rules group them in various “universes”. Players and chasers can only interact with each other if they are in the same universe, even though they can physically perceive those that aren’t. In this way, the game elegantly shows how our experience of physical reality is not only governed by the atoms it is made up of, but also to a large extent by the principles of governance we socially agree upon. This reminds me of China Miéville’s lovely book The City & The City.

Place-inspired storytelling

Brooklyn's Green Wood Cemetery

Photo (cc) Aaron Brashear

Necropolis Family Tree, by Coney, makes great use of the meaning of a specific place by challenging players to tell stories inspired by a memorial site. More specifically, by exploring a graveyard in search of imaginary long-lost relatives. Although the connection between the space, the game’s theme and player actions is quite literal, I prefer this over the location-based games that can be played anywhere and in fact have no real interplay with the place a player is in.

Mapping sentiment on the streets

Walking Smiles

Photo (c) Present Attempt

Walking Smiles, by Present Attempt, is all about map-making, which isn’t anything new for urban games per se, but the map created by players wandering the city in this case records smiles received from strangers. Thus it isn’t a literal mapping of physical space that emerges from the game, but a map of sentiment, of emotional space if you will. It looks like the game’s runners go out of their way to map the data received from players in as many interesting ways as possible. For instance, they build a chart of smiles per minute as the game progresses.

The image of the city as puzzle

Pieces of Berlin

Photo (c) Invisible Playground

Pieces of Berlin by Erik Burke & Lynn Maharas is about looking at the cityscape and comparing what is seen to drawings of buildings on transparencies. I guess a game like this will only work in cities with a high imageability ranking. I have seen quite a few urban games that incorporate clues in the form of city photographs. But the use of drawings here appeals to me for their ambiguity. It emphasizes general shape as opposed to details. It also allows for some more freedom on the game designer’s part with regards to which parts of the city to show and hide.

Now, I would kill for a chance to bring these games together, and play them all in the same space. It might be worthwhile to collate player experiences and see how these games allow for alternative entry points into the experience of a city’s fabric or how they enable people to shape their city.

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Pools connected to playgrounds

I am preoccupied by the ways play and games connect to the physical form of cities. Here’s one way to look at it: architects are influenced by the surprising new uses of existing constructions.

For example, there’s a connection between a swimming pool like this one…

Photo (cc) Mallix

…and this playground designed by Carve for the Melis Stokepark in The Hague.

Melis Stokepark

It’s probably obvious, the connection is skateboarding. As brilliantly documented in the film Dogtown and Z-Boys, early skateboarders started playing in empty pools during the California drought of 1976. In doing so, a new style of skateboarding emerged. One that was less about speed and distance traveled (surfing but on streets, essentially) and more about stunts and acrobatics.

It wasn’t long before the pools were replaced or at least complemented by bespoke skateboarding architecture in the form of verts, half-pipes and the like.

(I’ve blogged and talked about the significance of the emergence of skateboarding’s contemporary form before, for instance: Urban Procedural Rhetorics and A Playful Stance.)

Moving on to the aforementioned playground, I had the pleasure of talking with its principal designer, Elger Blitz, at This happened – Utrecht #11, where the project was discussed. It turns out Elger has a background in skateboarding and got started designing skateparks, such as the one below.

A8erna

Elger pointed out to me that Melis Stokepark’s form is inspired by the form of skateparks. Carve was asked to design a playground that would be accessible to children with various disabilities, without excluding other children. The main form is shaped by the ramp, which allows children in wheelchairs to ride up and over it. But I imagine it would be equally fun to use it on a skateboard.

So there’s a line that can be drawn from Carve’s playgrounds, to skateparks, to the swimming pools in California, which ran dry because of a drought and were used without permission by youth on skateboards. The transmission of these urban forms happen between players and makers, and are sparked by improvised action. I wonder what other links between play and architecture can be uncovered.

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“New ideas must use old buildings”

The other day I had dinner at a radio-station that was turned into a restaurant. My favorite events venue in Amsterdam used to be a printing press. And friends of mine are turning a massive sports hall into creative work spaces. The uses buildings were intended for, and what they’re actually used for, vary greatly. I’ve been interested in that process for a long time, initially as a metaphor for adaptation of software by its users, and now as an interesting thing in itself.

REM eiland

Photo of REM Eiland (cc) Arne Bolt.

I wonder in what ways this process can be understood as play.

Jane Jacobs writes about this at length in The Death and Life of Great American Cities, pointing out for instance that a city needs old buildings, because they provide low-risk platforms for entrepreneurs:

“Old ideas can sometimes use new buildings. New ideas must use old buildings.” (p.188)

And Stewart Brand’s How Building’s Learn is about this to a large extent. At one he wonders why it seems that old buildings seem to provide more freedom for creative interpretation than new ones do. Here, parallels with play and games start to emerge. On page 105 he writes:

“They free you by constraining you.”

Which is exactly what games do. The artificial constraints are there to allow you to experience a degree of freedom.

So Richard Florida’s creative class can be understood as gamers looking for an interesting play arena. This arena, it is clear, consists at least in part of cheap, easily adaptable housing. And through their play these buildings are transformed.

In Rules of Play, Katie Salen and Eric Zimmerman consider the transformative qualities of play at length:

“Sometimes the cultural rhetorics of a game can change the cultural structures in which they exist. This is the phenomenon of transformative cultural play.” (p.534)

It is this dynamic people run up against when seriously attempting to change something about how old buildings are used. Particularly, in the local context of the Netherlands, when it comes to temporary use of empty buildings.

At the Cognitive Cities Salon in Amsterdam on June 30 of this year, James Burke presented his concept for social software that allows you to search for and immediately book empty space in the city of Amsterdam. He calls it Placebook, if I recall correctly. At the event, James pointed out that what would probably be the largest challenge would be the legalities involved.

Vacant NL

Photo of Vacant NL (cc) Yellow Book.

Placebook was at least partly inspired by the wonderful Rietveld Landscape project Vacant NL. It consists of a huge 3D mockup of all the empty buildings in the Netherlands – a blue “sea of vacancy” – and is accompanied by an atlas detailing all structures it encompasses. The project, which was presented at the Venice Architecture Biennale 2010, can be seen as a challenge by Rietveld Landscape to Dutch politics which has talked about wanting to make our country one of the top creative economies of the world at length, but at the same time have allowed vast quantities of space, that could be used by the creatives, to sit empty and unused.

How the current political climate will affect the chances of new architectural playgrounds for creatives actually emerging is to be seen. But it is clear to me at least that people, when given the opportunity, can do wonderful interesting things with old buildings, and that these things benefit cities at larger orders of magnitude much more than they cost.

In the meantime, I will continue to consider how game designers can hasten change in this domain.

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From the trenches of project Maguro, part 3

Project Maguro is finished and on this Monday, we’re doing a quick evaluation. Entering the war room provides us with an interesting sensation. It’s as if we can still smell the gun powder. Hear explosions faintly, in the distance – but only when listening intently. Sitting down, it feels like we’re expected to start crunching again. But all that is history now. At the end of everything, what remains is formalities, food and fun.

It takes a while for the realization to truly sink in. The project that kept Kars, Karel, Alper, Simon and me busy during the early part of 2011 is done. It’s been delivered to the client, as well as to the client’s client. And all layers of client seem to be happy. Which, in turn, makes us happy.

By the time you read this, our project has been revealed as being called Code 4. And the ‘large governmental organisation’ we made it for, turns out to be the Dutch Tax Administration. Currently the game’s had multiple runs and should be causing organizational change like there’s no tomorrow, right now.

Asked by Kars how I feel about the project, the thoughts that pop up are not really about Maguro – they’re about me, and about these other guys. As a writer, freelancer, web guy, I’m used to working alone. Twitter, Facebook and e-mail are my only contact with the outside world. Projects seamlessly flow into one another. I don’t think about my processes, they just happen instinctively. All that changes when you work in a team. Which took a while to adjust to – but I think I nailed it in the end.

And what a team it was. I guess it felt like being in a rock band because that’s what I associate with a bunch of smart, too-cool-for-school kids, each complete with their own incredible super powers. (That’s a link to the first part in this series, which is wrapped up by this post. Be sure to also read the middle episode. You know what they say about middle episodes in trilogies.)

I then say something about the game’s iterative development process, which revolved so fast that each prototype felt more like a trampoline than the intended quiet moment of reflection. It’s a miracle that in the end, the plan got together – which I love. Or maybe it’s just a lot of intelligence, experience, hard work and perseverance stacked together. In a box. With a ribbon.

We head out to Luce, where they serve great cocktails and grappa, it turns out. The food is nice, too. An iPhone game called Coin Drop is discussed, which I dismiss as being a poor man’s Peggle, but end up spending the next few days getting all of the game’s stars anyway. Next, we determine that the idea that doing something in real life is always better than doing it virtually, is a decidedly calvinistic way of seeing things. After which we all agree that games are really about learning to learn.

Late at night, Karel starts drawing up two of the game concepts swirling around that enigmatic mind of his. Naturally, the end of project Maguro is the beginning of something new.

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