Transforming community through pervasive play

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

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  • Reality Ends Here, aka “the Game”, is an “officially unofficial” underground reality game designed for and played by the students at the USC SCA.\n
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  • 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

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