O slideshow foi denunciado.
Utilizamos seu perfil e dados de atividades no LinkedIn para personalizar e exibir anúncios mais relevantes. Altere suas preferências de anúncios quando desejar.

Transforming community through pervasive play

2.251 visualizações

Publicada em

Originally presented at the Berkeley Center for New Media, February, 2012.

  • Seja o primeiro a comentar

Transforming community through pervasive play

  1. 1. Transforming Community Through Pervasive PlayJeff Watson@remotedevicePhD Candidate, Interdivisional Media Arts and PracticeUSC School of Cinematic ArtsFebruary 2, 2012
  2. 2. School of Cinematic Arts interactive media film/videoBroader USC Community production fine arts communication critical studies engineering animation screenwriting
  3. 3. Alternate Reality GameReality Ends Here 2011
  4. 4. Graffiti, Old Lucas Building Walkway1980s
  5. 5. USC School of Cinematic Arts Buildings1930s, 1970s, 2000s
  6. 6. Pervasive Games
  7. 7. per·va·sive adj pər-ˈvā-siv, -ziv : existing in orspreading through every part of something
  8. 8. The transformative potential of pervasive gameslies in the fact that they can be more than just a callto action -- they can be the action itself.
  9. 9. The FutureCommitteeMarch, 2011
  10. 10. The Future Committee: Mandates• Jump-start collaboration and discovery among students across divisional and disciplinary boundaries (ie, break down the silos)• Provide incoming students with an opportunity to experiment with media making across the range of practices represented at the SCA• Connect students to faculty, resources, and the broader community, especially alumni and industry mentors
  11. 11. “ARG 2.0”
  12. 12. Pitch to the FacultyMay, 2011
  13. 13. Pitch to the Faculty: The Game• A collaborative production game involving students making media representative of the 5 divisions of the SCA• Played in students’ spare time (not in class)• Mechanics of the game will drive students to constantly explore new partnerships and ideas• Encounters with alumni and other mentors will be integrated into play of the game
  14. 14. Pitch to the Faculty: The Game• A collaborative production game • Secret & underground involving students making media representative of the 5 divisions of • Less Hollywood, more Godard the SCA • No grades, no affiliation with• Played in students’ spare time (not class in class) • Completely optional• Mechanics of the game will drive students to constantly explore new partnerships and ideas • No overt invitation to play• Encounters with alumni and other mentors will be integrated into play of the game
  15. 15. A project like this is an intervention, and it needsallies.
  16. 16. Reality Starts Here Reality Ends Here CNTV-499 Symposium class for Secret collaborative production all freshmen game Institutional cover Institutional intervention story Covert Overt
  17. 17. Summing up the formal characteristic of play, we might call ita free activity standing quite consciously outside ordinarylife as being not serious but at the same time absorbing theplayer intensely and utterly. It is an activity connected with nomaterial interest, and no profit can be gained by it. Itproceeds within its own proper boundaries of time andspace according to fixed rules and in an orderly manner. Itpromotes the formation of social groupings that tend tosurround themselves with secrecy and to stress thedifference from the common world by disguise or othermeans.J. Huizinga, Homo Ludens
  18. 18. Summing up the formal characteristic of play, we might call ita free activity standing quite consciously outside ordinarylife as being not serious but at the same time absorbing theplayer intensely and utterly. It is an activity connected with nomaterial interest, and no profit can be gained by it. Itproceeds within its own proper boundaries of time andspace according to fixed rules and in an orderly manner. Itpromotes the formation of social groupings that tend tosurround themselves with secrecy and to stress thedifference from the common world by disguise or othermeans.J. Huizinga, Homo Ludens
  19. 19. Pull instead of push.
  20. 20. ToneActivating curiosity
  21. 21. Worst. Colors. Ever.
  22. 22. Worst. Colors. Ever.
  23. 23. Tone touchstones: the 60s and 70s at USC cinema
  24. 24. Tone: ContrastsUSC Game• Hollywood • Situationism• Friendly • Indifferent/menacing• Transparent • Opaque• Accessible • Hidden
  25. 25. MechanicsWhere the rubber hits the road
  26. 26. Wireframes for web-driven collaborative production gameMay 2011
  27. 27. Hyperlocal context: markers indicate SCA building (L) and studenthousing (R)
  28. 28. IlluminatiSteve Jackson Games, 1980s
  29. 29. Card interaction prototyping and testingJune 2011
  30. 30. Card interaction design mockupsJune 2011
  31. 31. Reality card pack - 10 playable cards + instructions
  32. 32. Jane Student
  33. 33. Jane StudentCard-based combinatorialcreative prompting systemFinal versionJuly 2011
  34. 34. generate promptJan Schematic: complete play cycle
  35. 35. generate prompt produce mediaJan Schematic: complete play cycle
  36. 36. generate prompt produce media share to game siteJan Schematic: complete play cycle
  37. 37. generate prompt produce media share to game site unlock experiencesJan Schematic: complete play cycle
  38. 38. buzzSchematic: pervasive play dynamo
  39. 39. buzzSchematic: pervasive play dynamo
  40. 40. buzz card gameSchematic: pervasive play dynamo
  41. 41. buzz card gameSchematic: pervasive play dynamo
  42. 42. buzz card game creative collaborationsSchematic: pervasive play dynamo
  43. 43. buzz card game creative collaborationsSchematic: pervasive play dynamo
  44. 44. buzz card game creative collaborations media artifactsSchematic: pervasive play dynamo
  45. 45. buzz card game creative collaborations media artifactsSchematic: pervasive play dynamo
  46. 46. buzz card game website, social creative media collaborations media artifactsSchematic: pervasive play dynamo
  47. 47. buzz card game website, social creative media collaborations media artifactsSchematic: pervasive play dynamo
  48. 48. buzz mentorship card game experiences website, social creative media collaborations media artifactsSchematic: pervasive play dynamo
  49. 49. buzz mentorship card game experiences website, social creative media collaborations media artifactsSchematic: pervasive play dynamo
  50. 50. ImplementationAugust - December 2011
  51. 51. Mystery PostcardsJuly 2011
  52. 52. Courtyard flag
  53. 53. 8mm Camera/Puzzle Box
  54. 54. Flag advisory and courtyard flag
  55. 55. Game Office August 22, 2011
  56. 56. Call and response
  57. 57. Call and response
  58. 58. The floodgates open
  59. 59. The secret mark: Game logo on bodiesAugust/September 2011
  60. 60. Mentorship experiences and serendipitous encounters
  61. 61. http://reality.usc.edu
  62. 62. “A productive chaos”Tribalism, card banksgamejackers, and other signs oflife
  63. 63. Card banks and credit unions
  64. 64. Danger and Menace: Echoes of the Reality Committee
  65. 65. Player-designed poster for film project about the game -- one of 10 such projects submitted.
  66. 66. Wrap partyDecember, 2011
  67. 67. USC School of Cinematic Arts2011
  68. 68. buzz mentorship card game experiences website, social creative media collaborations media artifactsSchematic: pervasive play dynamo
  69. 69. story of community reflection social engagement creative participationSchematic: narrative placemaking dynamo - a virtuous cycle
  70. 70. Special thanks to Simon Wiscombe, TracyFullerton, Tara McPherson, Anna Lotko, GabrielPeters-Lazaro, Elizabeth Daley, Michael Renov, andHolly Willis.
  71. 71. More info: http://reality.usc.edu Jeff Watson: @remotedevice http://remotedevice.net

×