Archive for the ‘play’ Category

Playing the Urban @DeBalie Amsterdam, March 31 2007

Saturday, March 31st, 2007

Below some notes I made today at the Symposium Playing the Urban.

 

Symposium Playing the Urban @Balie 31 maart 2007

http://www.debalie.nl/artikel.jsp?podiumid=media&articleid=102445

 

PROGRAM

13-14h Mobile Learning Game Kit

Speaker: Jan Simons (Associate Professor New Media Studies, University of Amsterdam)

14-15h PlastiCity: A Game for Urban Planning

Speakers: Mathias Fuchs (Senior Lecturer, Programme Leader in Creative Technology, University of Salford) and Steve Manthorp (Special Project Manager, Bradford)

15h30-16u30 Logo Parc (Jan van Eyck Academy)

Speakers: Logo Parc (Daniël van der Velden, Katja Gretzinger, Matthijs van Leeuwen, Matteo Poli, Gon Zifroni)

 

This symposium was organized by fellow TKCers from Maastricht & Amsterdam “Transformations in Perception and Participation: Digital Games”.

———————– 

legenda: 

> = my remarks, thoughts, etc.

 

[Skipped presentation1]

PlastiCity is a game based on the Unreal Tournament engine (which is a first person shooter) and aims to be an aid in reconstructing/replan the awfully ugly city center of Bradford, UK. It is still in conceptual phase (read: no money yet). The aim is to put the game in public places like libraries, schools, etc.

PlastiCity

Interesting quote: “the game is not designed to function as a designer tool for architects, but as a way of bringing planners, architects, local government officials and citizens together and be silly about redesigning the city.”

> Games may serve to bring people together in complex multi-party projects: games as a new kind of public sphere?

 

Another quote: “Every game has at some point a stage of chaos”.

> The rules are stretched, things are tried out, often deconstructed or even destroyed. Like identities that are being tried out and parts of it destroyed again.

 

Game should have ‘real life’ characters in it: not the usual beautiful yuppies you see in most architecture presentations. It should be more realistic. Also with rubbish and so on.

> Games as more realistic than other media in presenting or representing the world? What is realistic about programmed garbage?

 

One member of the audience experiences a kind of motion sickness while watching the demonstration of the game. She asks: what is the value of this game-speed to represent life-speed? The speakers explain the speed of the demo is set to slow: normal gamers would use at least 3x normal walking speed to move around… (which they briefly demonstrate). 

I brought up: this phenomenon is just like what the first train travelers experienced at 20 or 30 miles/hour: disorienting the senses. Every new technology brings its own experience of space & place & mobility. The train (and car) created a speeding up of travel, which made possible suburbs and the separation of home and work. The city was adapted to this new sense of the city. 

I asked: what then may be the influence of using games as tools for creating new cities for the way cities are actually build and experienced?

Answer: first person perspective of game may be an influence on perceiving the city; as well as the feeling of being in power, in control over your environment.

 

Another audience Q: what is actually game-like about this? There is no winning this game? There are few rules? Why play?

A: the attraction is the sense of empowerment & creativity players experience in playing the game, both in destroying and rebuilding the city.

> Could it be differentiated according to involvement? Game produces Erlebnissen, while (prolonged) play may produce Erfahrung.?

 

Game offers the idea of “unbuilding” the city, creating green environments again out of built space (land is cheap in Bradford, so not unrealistic).

> I like that idea of “unbuilding”, can it be applied to identity? “Unbuilding identity” as a way of undoing previous steps, deleting memories of these events in photos, video, text messages, phone numbers, etc. It is maybe a way of “unactualizing” identity, again extracting potentiality out of previous closures and actualizations.

 

> Such games are also used strategically and politically as part of ideas about the “creative city”. Games have become entangled in a larger discourse, they are being ‘socially produced’ as young, modern, trendy, serious yet playful, appealing to people previously difficult to reach (young). If you want to be ‘now’ you have to do something with games.

 

Presentation 3 – LogoParc – was about the Amsterdam Zuidas and the way a kind of superficial ‘global architecture’ is created which is not related to the local (at least, that’s what I understood of the 2 very abstract talks). Designers at Jan van Eyk, Rietveld created a visual game-like critique on this environment. All facades of building and public space signage was removed, which created a sense of barren desolate landscape. Added were a number of large above-ground ‘sewers’ connecting the Zuidas to other global places’ like Singapore, HongKong, Tokyo, New York, Paris, etc.

> I was a little annoyed by this whole talk: very highbrow theoretical critique on so-called placelessness of Zuidas, yet these offices and public spaces are filled with real people that drive their bikes back home at the end of a working day, people who make it a place, even if architecture has done little to embed it in local Amsterdam. 

 

 

15 pixels of fame…

Saturday, November 11th, 2006

15x15.org

Anybody can upload a short mobile phone clip to the website 15×15.org which is then displayed on the homepage for 15 seconds as one of 15 clips being shown simultaneously.

Interestingly, most people seem to film themselves and then put it online… Affirmation of the mobile phone as a tool for reflexive creation and expression of personal identity?

BTW: I am being eating by a purple Tyrannosaurus Rex…

(Thanks Tim for reminding me!)

Interesting interview with Nick Wright from Mobile Youth Trends

Tuesday, November 7th, 2006

Xen Mendelsohn from Xellular Identity has a very interesting interview with Nick Wright from Mobile Youth Trends. Nick is co-author of the mobileYouth 2006 report. Some of the good stuff:

- Young people don’t use their mobile phones ‘just for fun’ but also for serious matters: to say something about themselves and their relationships with other young people (self-expression).

- Branded goods play an important role in this self-expression.

- Texting is “a reaffirmation and a reminder that “I’m with you�?.”

- Many young people feel depressed after a whole day without SMS. Some young people even go to rehab clinics for being “text-addicts”!

- The mobile phone has taken over the former position of cigarettes in offering a private space for unsupervised private communication. (And some studies suggest young people are smoking less and less because their money now goes to phone bills – MdL)

- Texting is attractive because the language can be deformed so that no adult can understand it. (This is also pointed out by Mitzuko Ito in an article (in Ling & Pedersen: 2005) about how traditional institutions like family and the classroom are being challenged by the mobile phone – MdL).

- The phone itself allow for personalization (wallpapers, ringtones, etc.) and enables young people to express themselves and “advertise their identity as part of their peer group.” (> Interesting notion “advertizing identity” – we are all designing and branding ourselves to some extend).

- The basic social needs of young people are: “Social Networking, Communication, Status display, Personalisation and acting as a Behavioural Platform.”

- Mobile operators realize too little of these characteristics of young people’s interaction with the mobile phone.

Read the whole interview here!

Mobile phone modding

Tuesday, August 29th, 2006

(Via Mobile Cowboys)

MobModding

British site www.modyourmob.co.uk is dedicated to modding the phone. Modding the phone in moderate ways already happens quite often, I think, as a means of personalize your phone. But now telcom operator Orange has stepped into it and gives away prizes to the best mods.

Interestingly btw how the site at more than one place speaks about how this modding supposedly is “big in Japan and it’s going to be massive over here”. This sounds more like a strategy to encourage people to get into it, since we al now Japan is the furthest of al countries in mobile phone development, craze & hype, and we don’t want to stay behind, now don’t we..?

“Old curtains, new screens” conference @Balie June 18

Monday, June 26th, 2006

Last week, Saturday June 18 I was at the “Old curtains, new screens” conference, organized by our colleagues from the NWO-TKC project. The conference was mainly about the use of internet for/by minority groups in eastern Europe. One of the more interesting talks was by Aniko Imre. She discussed ludic aspects in a Hungarian anime-film, translated as The District. Some ludic aspects that were brought forward are: the medium (an anime, which is normally connected to children’s entertainment), ludic use of techniques (weird flat bodies with natural-looking heads based on photographs of real people), playing with identities through language-use, confirmation yet also reversals of stereotypes (The Gypsies, the lower-class, the police, the Russians, women, etc.) and a kind of meta-ludic statement that playing with identity is fun!

See http://www.debalie.nl/artikel.jsp?articleid=52781&podiumid=media for the program.

Ludicorp – Flickr business on ‘play’

Wednesday, January 11th, 2006

Logo Ludicorp

Came across the website of Ludicorp today, the business responsible for creating and developing social software like Flickr. I think their “corporate philosophy�? – which they take from Disclosing New Worlds: Entrepreneurship, Democratic Action and the Cultivation of Solidarity by Charles Spinosa, Fernando Flores & Hubert Dreyfus (MIT Press 1997) – reflects quite a bit of what our research will be about:

Business owners do not normally work for money either. They work for the enjoyment of their competitive skill, in the context of a life where competing skillfully makes sense. The money they earn supports this way of life. The same is true of their businesses. One might think that they view their businesses as nothing more than machines to produce profits, since they do closely monitor their accounts to keep tabs on those profits.

But this way of thinking replaces the point of the machine’s activity with a diagnostic test of how well it is performing. Normally, one senses whether one is performing skillfully. A basketball player does not need to count baskets to know whether the team as a whole is in flow. Saying that the point of business is to produce profit is like saying that the whole point of playing basketball is to make as many baskets as possible. One could make many more baskets by having no opponent.

The game and styles of playing the game are what matter because they produce identities people care about. Likewise, a business develops an identity by providing a product or a service to people. To do that it needs capital, and it needs to make a profit, but no more than it needs to have competent employees or customers or any other thing that enables production to take place. None of this is the goal of the activity.

Now, what are the parts that triggered me?

“work for the enjoyment of their competitive skill”

> This ‘work ethic’ is also called the ‘ProAm’ revolution (Leadbeater) where professional amateurs become numerous and deliver high quality products and services, because they are amateurs in the original sense of the word (“doing something for the love of it”).
> Points to the blurring of work and leisure. ‘Play’ is to feel free of necessity (of work).

A basketball player does not need to count baskets to know whether the team as a whole is in flow.

> ‘Flow’ is the state of experiencing only the present, of feeling in charge, of wanting to participate, of suspending disbelief, etc. (term by the guy with the impossible name: Csikszentmihalyi).

The game and styles of playing the game are what matter because they produce identities people care about.

> Points to the intrinsic quality and value of the product one is producing, of the ‘magic’ in the object one is creating, just as Marcel Mauss shows is the case with reciprocate gift exchange (1908). It is not simply about the transaction that has a purely economic value, but about giving away something that is infused with one’s own personality and identity.

Dutch/Flemish Philosophy Day in Rotterdam

Monday, November 21st, 2005

Erasmus

Saturday, November 19, the 27th Dutch/Flemish Philosophy-day took place. The motto was “Thinking without Borders: challenges for philosophy in the 21st century” (Grenzeloos denken: uitdagingen voor de Filosofie in de 21ste eeuw). It was the first time I attended. The programme started at 10:00 in the morning, which I of course didn’t make quite on time… I’m not that much of a morning person, especially not on a weekend day :) .

After seeing the last part of the plenary session I attended the breakout session “Man & culture” chaired by Jos de Mul. The papers presented by both Flemish & Dutch PhD researchers were pretty technical in my opinion. As I lack serious background in philosophical thought – and probably even more troublesome: acquaintance with the discourse by which philosophers tend to express themselves – I had a hard time understanding what was said from time to time. Nevertheless, some speakers provoked thoughts in me, so I made a few scribbly notes which I have transcribed below. Here we go:

(more…)

Exhibition “Alter Ego” in Amsterdam

Friday, November 11th, 2005

What: opening exhibition “Alter Ego” – photo’s of gamers and their online avatars
Who: British artist Robbie Cooper
Where: Home Gallery, Prinsengracht 548, Amsterdam
When: 9 – 24 november 2005 (Thursday – Sunday), 13:00 – 19:00
URL: www.alterego.net & www.seeingtakesasecond.com.

Alter Ego

Wednesday evening, November 9, I was at the opening of the exhibition “Alter Ego” at Home Gallery. I was kinda late, supposed to meet my GF there at 21:30, but got stopped along the way by a police woman for cycling without light. She gave me a ticket, what a bummer… }:-(.
Anyway, the gallery is located in a nice old canal house between Leidsestraat & Spiegelstraat. About 25 large images are dangling from fish cords on the wall, each displaying a photograph of a ‘real’ person on the left hand side and a screenshot of his/her virtual personality on the right side. The split-images are accompanied by a text that tells the individual’s story: who he/she is in real life, who she/he is online in what game, and what motives he/she has for choosing this particular character.

The people portrayed are pretty diverse, considering that game culture appears to be mostly restricted to Asian and Western – American – cultures: there are pictures of physically disabled people, two black men, quite a lot of females (Asian & Western) and of course the (stereo)typical geek.

A lot of people make their online character into a ‘better self’: the men often create a sort of super-hero character and the women a strong, beautiful female warrior. Not everybody though: there is a portrait of this US redneck kinda guy who plays a beautiful heroine, and two good-looking Asian girls tell that they switched to playing ugly creatures after being harassed all the time by men in the game.

The stories can be roughly devided in stories that are about “becoming” in the sense of developing oneself: from being a bit shy at first to becoming more and more friendly and sociable, from being averagely handsome to being beautiful. Another theme is “escape”: escape from boredom (the trucker fantasising about playing a spaceship), escape from physical constraints (the handicapped people), escape from social/cultural pressure (the Chinese gay boy playing “guys he wanted to meet” & the US macho-guy playing a woman). The theme of “sameness” in the sense of “living one’s identity”, or simply “being” is apparent too: someone says he behaves the same way online as offline, and the Texan business woman tells she likes bossing around online just like in real life. Finally, attention is given to the economics of gaming culture: a few people explain that they make quite a bit of money from gaming, whether it’s by developing characters for other people, or by writing software that can upgrade players levels by playing for them at night, or a girl that has become popular through gaming and has become a professional model.

Some critical remarks: the split screen portayal of people & their online identity suggests that people have only one online identity instead of multiple. By choosing a form of presentation that juxtaposes offline and online identities, the artist stresses the devide between them in a visual way, although the artist probably intented otherwise. On the other hand, the split-screen portayal suggests that offline and online characters are equal in some way: the online character being the ‘mirrored image’ of the real life character. And finally, the artist seems to have deliberately wanted to portray a diverse group of people, while underplaying the homogeneity of game worlds, as apparent from one of the group photo of an ‘old’ game guild (I forgot the name) that is almost totally white and predominantly between 20-40.

The exposition is sponsored by EA (Electronic Arts – the largest (?) and best-known game developer in the world); Playstation2 by Sony. The gallery itself is a space owned by Dutch party/event-organiser Duncan Stutterheim from ID&T. Certainly no marginal players in the leisure economy …;-)

The BBC has an article about the project: news.bbc.co.uk.

The pictures (and even some more than exibited) + stories can be dowloaded as a PDF file from
www.seeingtakesasecond.com/images/examples_preview.pdf (9 MB).