Participatory Fiction (Updated)

Feb. 19, 2019
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
Participatory Fiction (Updated)
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Participatory Fiction (Updated)

Editor's Notes

  1. While all participatory fiction is by nature interactive, interactive fiction is not inherently participatory; the distinction of audience versus author or production might be blurred but still distinct
  2. The user is being led through a series of choices or nodes. “Choice-Filled Adventure”: To Be or Not To Be “Choose Your Own Adventure” “Interactive Film”: Bandersnatch Interactive Text-Adventure/Game: Glitchhikers
  3. Sleep No More – notice ‘interactivity’ is really a wayfinding/exploratory journey where your choices are really where you chose to explore
  4. Interactive, fictional, non-text based choices
  5. BEFORE THE YELLOW STAIRCASE CRCP PROGRAM -- i thought I wanted to be a curator, i love facilitating and community building, and organizing, but it pulled me away from storytelling My first co-created work in collaboration with curating partner Patrick Phillips and the entire school Around this time, late 2006? → copyleft which is now the creative commons was barely a new thing I was fascinated by both doodles, and drawing book sketches and the collapse of authorial intent So we came up with what was somewhat a radical idea for 2006: HOW ARE WE GOING TO GET PEOPLE TO PARTICIPATE?
  6. My aunt owns a shoe store, which I worked at as a kid, one day she came into the store and started tossing all the shoes off displays into a pile…. WHAT ARE YOU DOING? …she says “Watch this”…moments later the store was filled with women digging through the piles. NOTE: activity breeds activity another concern by the OCAD administration: what if it’s shit? How could we ensure it wasn’t going to be crappy SETTING THE BAR 10 days -- ten teams, staggered in different shifts each day -- THESE ARE CALLED SHILLS a little story about Frank Sinatra – first concerts girls were paid to faint (the shills); which is precisely why in gaming there is freemium models – people pay for free becoming the attractor for people willing to pay (the whales)
  7. what if it spills out into the hallways? WHAT IF IT TAKES OVER THE SCHOOL containment –each day removed another panel MOVING THE GOAL POSTS TELESCOPIC MODEL -- Participation starts small and grows like a snowball
  8. TEAM NAMES -- GAMIFY, SPIRIT OF OUTDOING ONE ANOTHER, COMPETITIVE SPIRIT
  9. the other concern was moderation -- keeping within policy of behavior of the school – moderation only based on school policy all else reactive, community self regulated – since it was participatory anyone could alter anything they found offensive YOU MUST THINK EVERY SCENARIO THROUGH FIRST BEFORE COMMUNICATING RULES: people do not respond well once you suddenly change the rules cause you havent thought this through
  10. Everyday: the dood was documented and posted online with e-newsblasts to the teams to share with their friends: 100’s of photos daily by the end having 32 artists as key participants meant there was built in marketing word of mouth
  11. half-way both student and faculty not originally part of teams are now contributing 100s of doodles
  12. implicit rules: the tubs of pencils/crayons served as a call to action – since it was only pencil/pencil crayons in the tub provided people followed suit and didn’t feel the need to bring additional materials in that could be destructive/permanent BRANDED CONTENT – Curry’s was our sponsor and supplied materials
  13. CALL TO ACTION
  14. Clean up and strike-- memoralize, closing parting, ceremonial
  15. Having high anxiety a plus
  16. So the Dood show was a co-created participatory work: but it was not a shared storyworld because it lacked the fundamental ingredient: narrative
  17. 2008 Keep in mind: during this time Facebook, twitter and youtube were all new. Social media was like barely a phrase…. during the Dood show we documented on Livejournal Early examples of participatory fiction on twitter: http://askawizard.blogspot.ca/2008/10/war-of-worlds-20.html 10,000 NOTE: THE CALL TO ACTION, PARAMETERS, ORGANIZATION – SIGNAL http://cthalloween.pbworks.com/w/page/787923/FrontPage
  18. https://vimeo.com/97877305 A few years later, there are now twitter RPG communities who are ready and able to jump in; Sanditon town was still going over a year later
  19. But most people are familiar with not the participatory fiction model on twitter but the broadcast one i.e. Emo Kylo Ren, Shit My Dad Says, on and on and on
  20. Incidental shared storyworlds/participatory fiction: demanding more from audience to fill in the blanks; playing with the sublime –audio also demands more https://youtu.be/6K9TjjKxpP4?t=6m36s “Buckminster Fuller, while contemplating the nature of humanity and existence, once famously wrote, “I am not a thing – a noun. I seem to be a verb, an evolutionary process.” Bucky was, in fact, arguing that we are all verbs, that we’re defined by our actions and come to know ourselves through those actions. This is the heart of the phenomenological concept of intentionality, retold in a more poetic way. Sometimes, we might think of the audience as someone we can strap into a chair and force to witness our work, like poor Alex undergoing the Ludovico technique in “A Clockwork Orange,” like an empty vessel that we can fill with meaning. Meaning doesn’t actually come into being that way, shoved from the media object into the brain without interpretation or synthesis or reflection. Instead, if we treated them as a verb, we might help them get to that realization that Fuller was describing with “I seem to be.” Shepard Fairey is a great example of that perspective, all the way back to his earliest “Andre the Giant Has a Posse” stickers. In his 1990 manifesto, he explicitly called his work phenomenological and described it as: “The sticker has no meaning but exists only to cause people to react, to contemplate and search for meaning in the sticker. Because OBEY has no actual meaning, the various reactions and interpretations of those who view it reflect their personality and the nature of their sensibilities.” Parse the words of Fairey, and you know exactly the verbs he was hoping to help bring to the surface: react, contemplate, search for meaning, interpret, reflect. The language of those words is very different than what you often hear among designers, who are more likely to talk about use, watch, view, click, listen. Before the age of interactivity in design, this would have been an obscure philosophical dialog, but today it isn’t. Today, I can see the verb of the audience clearly. I can see them react and interpret and search for meaning, on Twitter or their blogs or the Facebook posts. To create phenomenal work, we have to think more like Fuller and Fairey, and embrace that we are all verbs.” ~ Brian Clark, Phenomenal Work, The Audience is a Verb
  21. Just one example from how this played out with Welcome to Nightvale and scout badges
  22. Fans co-creating with creators facilitating, harken back to sandbox method Note the tumblr post – who is the facilitator? The one who made a shitty homophobe comment? Shared storyworld created by active participation taking life of its own //co-created–a collaboration between authors/participants or participants/participants based on constraints and facilitation D&D http://danuep.tumblr.com/post/133541267279/lynati-lectorel-hazel-the-space-ace#notes? http://jaybushman.com/Welcome-To-Sanditon Spy Whores
  23. Talk about transmedia
  24. https://www.youtube.com/watch?v=79U8YXndpp4 https://www.lorettasarahtodd.com/ PRIMER: story/narrative was once uncontained, it was pervasive, immersive, interactive, participatory, co-created, in a shared storyworld (and in many cultures it still is) through multiple media: performance, text, architecture, etc. to contain a story was a radical idea, experimental… ‘the novel was so radical’ it was well novel, new the early novelists were experimenting with form borrowing from conventions of reality collection of letters in sequence serial note both are linear so transmedia is actually a return, a renewal of uncontained narrative:  Trans means across and beyond, so transmedia means across and beyond media… telling a story that crosses multiple media channels (text, film, live events, etc.) the participants/audience/users inform the narrative somehow by their active participation  
  25. Argnet review: https://www.argn.com/2017/03/resistance_radio_fighting_fascists_over_pirate_radio/
  26. When I was a kid-- CAN anything be a story? immersive– user/audience embedded inside the story world as self or character video games VR ARGS Immersive theatre: Sleep No More Nordic Larp
  27. https://www.youtube.com/watch?v=k12NZLh_Xvg
  28. https://campfirenyc.com/work/hbo-the-westworld-experience
  29. http://www.insidehamlet.com/
  30. http://carriecutforth.com/spies-like-me-my-response-to-iarpas-rfi-uarehere/
  31. https://www.youtube.com/watch?v=rHenBO_MAxE
  32. https://kotaku.com/the-best-moments-from-a-twitch-conversation-between-two-1790907744
  33. http://frankenstein.ai/
  34. Break: https://www.youtube.com/watch?v=fNcMnV9DGh0