Mobile Social Play @ Reboot 9.0

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The slides that go with my presentation on Mobile Social Play at Reboot 9.0 on Copenhagen, Denmark on 31 May 2007.

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  • Or: blurring the edges of the magic circle. http://www.flickr.com/photos/plstw/47098617/
  • Mobile Social Play @ Reboot 9.0

    1. 1. Mobile Social Play
    2. 2. Hello
    3. 3. Info.nl
    4. 4. Leapfrog
    5. 5. Utrecht School of Arts
    6. 6. Part the first
    7. 7. Games industry <ul><li>“ [...] millions of mobile gamers, [are] tired of being told they’re not really gamers, and frustrated that the state-of-the-art in mobile gaming is 20-year-old design running on 20-day-old technology [...]” -- Demetri Detsaridis </li></ul>
    8. 8. Internet industry
    9. 9. Let’s talk about mobile social play
    10. 10. Definition time...
    11. 11. Mobile
    12. 12. Social
    13. 13. Play
    14. 14. Previous play ful talks at Reboot
    15. 15. Ben Cerveny
    16. 16. TL Taylor
    17. 17. So...
    18. 18. Examples
    19. 19. Big / alternate reality games ConQwest
    20. 20. Big / alternate reality games ilovebees
    21. 21. Julian Bleecker’s Flavonoid
    22. 22. Keyhole games
    23. 23. Guitar Hero
    24. 24. Dance Dance Revolution
    25. 25. Wii
    26. 26. Tangible
    27. 27. LARP
    28. 28. Part the second
    29. 29. Design  theory
    30. 31. Magic circle
    31. 32. Is: the space (and time) in which a game is played
    32. 33. Lusory attitude
    33. 34. Game  Play
    34. 35. Mobile social games blur the edges of the magic circle
    35. 36. Everywhere
    36. 37. Anytime
    37. 38. With anyone
    38. 39. Where is the game? Can I escape it?
    39. 40. When am I playing? When have I stopped?
    40. 41. Who are players? Who are non-players?
    41. 42. The Game (1997)
    42. 43. Part the third
    43. 44. Some guidelines
    44. 45. 1. Design for different levels of player engagement
    45. 46. 2. Provide for player roles
    46. 47. 3. Encourage meta gaming
    47. 48. 4. Support implicit rule creation
    48. 49. 5. Play with the game’s existence
    49. 50. Applications?
    50. 51. A. Cultural resistance
    51. 52. B. Behavioural change
    52. 53. C. Insight
    53. 54. A playful world ?
    54. 55. Thank you! <ul><li>Questions, comments, suggestions: [email_address] </li></ul><ul><li>This presentation: leapfrog.nl/blog/archives/tags/reboot+9 </li></ul>

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