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fraulein says...

I'm in the middle of facilitating a three day meeting for young people from all across Europe at Heinrich-Böll-Foundation. The foundation's purpose is to support political education both within Germany and abroad, promoting socio-political activism, democratic involvement and cross-cultural understanding (says Wikipedia). Among the many foundations in Germany this is the one closest to the Green Party. No suprise then that I found a nice installation on climate change in the entrance area.

It has icons and movable figures that you can place in a smoke-emitting factory disguised as a weatherhouse. You can mix and remix your own catastrophe, choose the corporate players, your type of toxic waste or your very own carbon credt label. I'm all up for communicating sustainability and climate issues in a playful way. Thumbs up from me.


       
Click here to download:
Make_your_own_catastrophe_-_a_.zip (14257 KB)

Filed under: play

suhit says...

Anika loves playing peek-a-boo from when she was 4-5 months old. Most children do. That is one of the first games that they play.

She especially loves playing this with her mother. And today an extraordinary thing has happened.

Anika has started using the walker and walks everywhere in the house following us. Using the walker Anika strated playing peek-a-boo with Bindu. She goes behind a wall and comes and looks at Bindu. She does exactly what Bindu would have done.

This is amazing to watch.

Filed under: play

Documentally says...


During a heated game of Hungry Hippos a stray ladybird found it's way in amongst the action. The game had to be momentarily stopped whilst the Ladybird was nudged to safety. Luckily all the action was caught on camera.

(No Ladybirds or Hippo's were hurt in the making of this video.)

Filed under: play

Allen says...

Sexy Videogameland has a great item today:

For example, look at Demon's Souls. If you saw my Kotaku feature 'In Praise of Hard Games,' you might remember producer Takeshi Kaiji's story of the inspiration for Demon's Souls' multiplayer -- it came from an experience he had of strangers helping strangers when several cars were stranded in the snow. In Demon's Souls, the multiplayer experience doesn't so much allow people to play together as it does allow them to share the same world, collaborating only when circumstances make it valuable and interesting.

In that way, the multiplayer enhances a solo experience, rather than acts as a separate "mode." And the fact that your interactions with other players are always anonymous -- you'll never know who left you that helpful message, or who that phantom was that helped you beat the boss -- it works with the lonely, ghostly feel of the game rather than clutter it with the presence of too many "others," which is often a turn-off for people who like games to be private experiences (me, me).

This is a new form of multiplayer experience that has developed recently, but it can be applied to more than just games. This type of design can inform entire social systems.

Today, I went to the Apple Store to pick up a new iPhone case, but instead of an Apple employee helping me, another customer piped up, voluntarily, and gave me her suggestions. We ended up having a 10 minute conversation, user to user, about both the cases we were buying but also a few other tangents, and it was a far more personal experience.

How can we design communities, architecture, websites, services that leverage this? Crowdsourcing, a term that has become vague and almost pejorative, is a beginning stab at achieving this, but we need to make it more personal, more persistent, and more relevant.

Filed under: play

Documentally says...


@Minimentally can't crawl yet. Any time now. He can still cause chaos though. He rolls, shuffles and wriggles his way around. Still, It feels like the calm before the storm. Who knows what he'll be up to in a few weeks.

Filed under: play

Allen says...

Here's a fascinating project:

To this end Cabinet magazine recently published Reading to the Endgame, an ingenious project by D. Graham Burnett & W.J. Walter capable of translating the contents of a novel into a crude chess algorithm. This has allowed the pair of ludic and literary researchers to use a chess board as a proving grounds on which to pit works of fiction against one another.

--

Reading to the EndgameReunion and Chessmachine all test and extend the manner in which chess functions as an arena where conflict yields form. Each of these chess machines redeploys the combinatorial language of the game towards new ends - for stylistic comparisons of narrative and multimedia performance.

It's not about "winning", but the endless variations of a chess board and the pieces on it. Can we develop architecture that varies its tiles and floor plates and walls based on algorithms measuring how deeply we breath, or the level of activity, or acoustically?

And better yet, what if these inputs affected the architecture in real-time? Imagine a sort of architectural clay, molding its shape based on environmental cues - a sort of living creature expands and contracts and opens up for the users inside.

Also Related: Chess: The Earliest Form of Feminism

Filed under: play

gambitfauri says...

Filed under: play

23narchy says...

£5 Wristband

Manchester city centre

Sat 5th December

Come join the fun!

Larkin About 1

In the spirit of New York’s Come Out and Play and London’s Hide & Seek we are proud to announce Larkin’ About on Saturday 5th December 2009 - the first of its kind in Manchester.

From noon until midnight and using greenroom as a base the cities streets will become a playground for social games and playful experiences with pervasive games designed for one to 300 players. There will also be a programme of games at greenroom in the Bar, the performance-space and the workspace.

Now a fast-growing new movement is pushing the concept of computer game design a step further - into the actual world. If you see men and women dashing through the streets at night pursued by sinister, black-clad figures, or a cluster of people receiving instructions from GPS-enabled phones, chances are you’ve witnessed an example of the recent theatrical phenomenon “pervasive gaming”.” Guardian.co.uk

Wristbands are £5 for the whole day, games have been designed and tested all over the country at Sandpit events by a dedicated team and published on ludocity.org a site for social forms of play that take place in public spaces, such as city streets, parks and public buildings. Other games come from designers in the North West who have jumped at the chance of getting involved.

The day will climax with a flashmob which will be kept a complete secret to all but a few until it unfolds somewhere where it is least expected!

Larkin’ About – 5th December noon until midnight, greenroom, £5 – get involved!

Search on facebook for Larkin’ About

 

Filed under: play

Allen says...

A new ARG, named 'X', looks to set new standards in how involved stories can be experienced across a variety of mediums:

"Introducing story telling methods that cross media boundaries can allow for that rich interactive experience, and still let the player delve as deep into the story as they want to go, at their own pace and, if this is on different devices, wherever they are. Imagine characters you develop are now sending you messages, blogging, and letting you know what's going on in the world even while you are away and the game is turned off. Through this they are revealing their personal journeys that you've taken them on, posted for all to see. Then imagine, you tell them to do something that will affect the world. The opportunities here are endless."

(Via The Guardian)

Also relatedThe Power of Transmedia Experiences by frog design mind

Filed under: play

Allen says...

Perhaps this interview explains why Uncharted 2 is such a consistent and coherent game:

The thing that's unique about Naughty Dog is that everybody's working on the game. Even the co-presidents are implementing stuff in the game. Christophe Balestra, the co-president, and Evan Wells do a lot of game design. As a lead, even, I'm in charge of levels. I'm doing level design and I'm scripting.

Filed under: play