Hubbub has gone into hibernation.

Join us for playful meanderings through Leidsche Rijn this saturday

I’ve always found neigh­bor­hoods under con­struc­tion curi­ous places. There is a strange ten­sion between the place as planned and the place as exe­cut­ed and sub­se­quent­ly lived in. Lei­d­sche Rijn is a new neigh­bor­hood being built in Utrecht (which is my home­town and also where Hub­bub’s stu­dio is locat­ed). When it is fin­ished in 2025 it should house 80.000 peo­ple; quite a large num­ber for a small coun­try such as the Nether­lands.

In this shiny new urban land­scape we will be run­ning sev­er­al low tech urban games com­ing Sat­ur­day (5 June) as part of the NU Grounds games fes­ti­val which is being orga­nized by Cul­tu­ur 19. We’ve made a selec­tion of games designed by local stu­dents from the HKU and some gold­en oldies from Ludoc­i­ty (many thanks to the cre­ators of those games for open sourc­ing them). Some will involve stalk­ing, oth­ers swash­buck­ling and still oth­ers aim­less wan­der­ing. Sev­er­al will involve balls of some kind. But in any case, all should be good fun. Our base of oper­a­tions is the Paper Dome (an archi­tec­tur­al curios­i­ty itself) and the games will be playable from 13:00 to 17:00. (We’ll run two tours, one start­ing at 13:30 and a sec­ond one at 15:30.) Do come along.

More details on the full event (in Dutch) are avail­able at the Cul­tu­ur 19 web­site.

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Upcoming lecture on pervasive games at CIID

Final­ly, I get to lec­ture at my favorite inter­ac­tion design insti­tute, the CIID. If you’re in the Copen­hagen area, do come along. Here’s the descrip­tion:

It seems that the brave new play­ful world promised by per­va­sive/ur­ban/loca­tive/al­ter­nate-real­i­ty games mavens of the past decade hasn’t real­ly mate­ri­al­ized. Gam­ing hasn’t left the liv­ing room much, it still most­ly hap­pens on screens and – despite new motion con­trollers and more con­nec­tiv­i­ty – it’s still not offer­ing many new social or phys­i­cal expe­ri­ences. Or is it?

In this talk Kars Alfrink, game design­er at Hub­bub (NL), looks at what’s going on with phys­i­cal, social games in cities, draw­ing exam­ples from both his own prac­tice and those of his peers. As a design­er, what’s a pro­duc­tive way of think­ing about play, what nov­el appli­ca­tions might you con­sid­er and what does it take to design for play­ful inter­ac­tions?

where: The Audi­to­ri­um, Strand­boule­var­den 47, Øster­bro 2100

when: 5–6pm. Thurs­day, May 27th, 2010

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Making cultural events more playful

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These are sketch­es from a pre­sen­ta­tion that I deliv­ered a while back to a room full of orga­niz­ers of cul­tur­al events and cre­ative agen­cies from Utrecht. This was the cul­mi­na­tion of a study com­mis­sioned by the city of Utrecht, in which we looked at ways of adding play­ful ele­ments to the pro­grams of some of the city’s major events. The pre­sen­ta­tion was received well and we are now mov­ing for­ward with some of the ideas first explored in the study, so I thought it would make sense to write a bit more about that first step here.

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First, a bit of con­text; this project — which for obscure rea­sons we code­named Tako — is part of a larg­er thing named PLAY, which is the brain­child of Jeroen van Mas­trigt, pro­fes­sor at the HKU’s game- & inter­ac­tion design research group. The aim of PLAY is cre­ate a place where the gen­er­al pub­lic can expe­ri­ence play­ful cul­ture in all its facets, where cre­ators of games and play can present their work and where orga­ni­za­tions from var­i­ous domains can meet, col­lab­o­rate and learn about what it means to be play­ful in an age of per­va­sive tech­nol­o­gy. The exact shape and form of such a place is kept delib­er­ate­ly vague, some­thing to be explored and grad­u­al­ly deter­mined over the com­ing years. The study Hub­bub was asked to do is one of the first steps in this long-term process.

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So, our task was to meet with a num­ber of orga­ni­za­tions in the city who orga­nize events in what some would call the ‘tra­di­tion­al’ cul­tur­al domain. Togeth­er they make up a sig­nif­i­cant part of the cul­tur­al infra­struc­ture. Their top­ics include film, the­atre, clas­si­cal as well as con­tem­po­rary music, ani­ma­tion and even the culi­nary arts. To what extent were there oppor­tu­ni­ties for mutu­al­ly ben­e­fi­cial col­lab­o­ra­tion with these events, so that we could exper­i­ment with play­ful add-ons to their pro­grams and they could con­nect with exist­ing and new audi­ences in play­ful ways?

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The process we employed was rel­a­tive­ly straight­for­ward. We met once with each orga­ni­za­tion, and per­formed a semi-struc­tured inter­view explor­ing their back­ground and goals as well as con­crete plans for the upcom­ing edi­tion. We also inves­ti­gat­ed pre­vi­ous expe­ri­ences with games cul­ture and tried to get a sense of some of the impor­tant issues each orga­ni­za­tion was deal­ing with at that moment. This last aspect in par­tic­u­lar proved fruit­ful for find­ing ways of align­ing play­ful con­cepts with orga­ni­za­tion­al needs. Most con­ver­sa­tions also includ­ed some ini­tial brain­storm­ing about poten­tial con­cepts.

We next processed all the inter­view notes and rapid­ly gen­er­at­ed and visu­al­ized con­cepts for all events. These then formed the basis for a big deck of slides we used to present the out­comes to all orga­ni­za­tions as well as key cre­ative com­pa­nies and indi­vid­u­als. The pre­sen­ta­tion was used to gauge the response of the orga­ni­za­tions to our ideas and col­lect feed­back. Luck­i­ly, the gen­er­al con­sen­sus was that we were on the right track, and that it would be great if some of these con­cepts would be made real­i­ty. To wrap up, we col­lect­ed all the feed­back, anno­tat­ed the slides and pub­lished it pri­vate­ly for the ben­e­fit of all the par­tic­i­pants.

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I think we achieved sev­er­al things with this project. We now have a clear­er a clear view of what is going on with some of the city’s major cul­tur­al events. We’ve man­aged to pro­vide them with a dif­fer­ent per­spec­tive on what games and play can offer them in terms of audi­ence engage­ment. And last­ly, we have a bunch of con­cepts that we know are con­sid­ered valu­able by these cul­tur­al events and are there­for worth pur­su­ing fur­ther.

Look­ing back, I think this project real­ly demon­strates the val­ue design process­es can have in the cul­tur­al domain. I’m also super excit­ed about direct­ing a num­ber of play­ful projects that are incred­i­bly sit­u­at­ed in an urban con­text, and that relate to the phys­i­cal and social life of a gen­er­al (non-geek) audi­ence.

So what’s next? The past few months were spent find­ing the means to real­ize at least a sub­set of these con­cepts. It looks like that’s been tak­en care of. So we are now in a good posi­tion to select a first group of events to work with and con­nect them to suit­able cre­ative com­pa­nies. If all goes well, you’ll be able to play with the first results of those pilots come fall this year. We’ll con­tin­ue post­ing on the pro­jec­t’s progress here.

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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 Are­naâ„¢ — 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.

Video by mprove (Matthias Müller-Prove), orig­i­nal­ly 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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