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Maxwell Foxman
New York University
Media, Culture & Communication
mhf223@nyu.edu
Website: www.maxwellfoxman.info




     FINDING YOUR PLACE
     HOW MOBILE GAMES AND SOCIAL MEDIA CAN
     REDEFINE CLIMATE CHANGE AND COMMUNITY
CLIMATE BALANCE THROUGH
             PLAY
• Climate Collapse within 5
  Years
• Climate as network
• Global connectivity in the
  digital age
• Climate effects a collective
  of humans and non-humans
• Climate is effected by
  humans predominantly in the
  Anthropocene
A THEORETICAL HISTORY OF PLAY

• Play is expenditure or “waste”
• The potlatch can act as a model of an economy of
  play
• We must create a “state of play”
• Play has been deployed throughout political
  movements
 • Occupy Wall Street’s human microphone
 • Belgrade’s protests against propaganda
• Games are an “environment” for play
PROXIMAL COMMUNICATION

• This can be defined as communication of a user’s
  presence in a particular place and time.
• Typified in social media applications such as
  Foursquare
• “Broadcasted” throughout mobile networks
“GAMING FOR GOOD”

• Joint contest of Al Gore’s Climate Reality Project
  and consultancy group PSFK
• Sees games as a new method of communication
  and way to affect change
• The contest deploy “gamification tools that
  individuals, communities, organizations and nations
  can use to embed this new reality [of climate
  collapse]” (Gore)
• The project envisioned games as a new means of
  communing and affecting climate change, where
  previous traditional national and international
  efforts had failed
GREENSQUARE
CLIMATE REALITY PATROL
SPROUT
REALITREE
STRENGTHS OF REALITREE

            • Visualizing the
              wellness of the local
              environment
            • Mobile application
              & visual display
            • Data from both
              users and public
              sources
            • Perpetually must be
              kept alive
WHY REALITREE WORKS

• Perpetual use
• Potential for global engagement
• Potential for visualizing climate collectivity
• Focused less on “reward” than expenditure
• Simple design and potential for quick “maximum
  grip”
• Utilizes both mobile and local components within its
  design concept
    • Virtual trees in physical space
    • Mobile application to engage with trees
REALITREE IN REALITY

• Heavy cost to
  deploy at a large
  scale
• Keeping users
  engaged is critical
• Conflicts in local
  and global
  engagement
• Necessity for
  iterative design
SOCCKET
A PLAY PRODUCT IN REALITY
LOCALITY AND MOBILITY WITH PLAY

• The Role of Local         • The Role of Mobility
 • Play is individualized    • Climate can only be
 • Locality must be            understood in terms
   understood in terms         of network
   of climate                • Local elements can
 • Play and games              work in concert with
   allow for a                 climate through
   convergence of              mobile technology
   locality and mobility     • Mobility provides the
   in terms of climate         structure for local
                               play
FUTURE IMPLICATIONS OF PLAYING
     FOR CLIMATE BALANCE
• Play provides the means of establishing perpetual
  activity on behalf of the climate.
• Mobile technology provides a structure for
  perpetual play on a global scale
• Mobile technologies proffer a sense of place and
  presence in the larger context of the climate
• Mobile technologies proffer a sense of collectivity
  and visualization of the environment
• Mobile technologies can induce a specific set of
  practices
• Further study is required to test such products.

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Finding Your Place

  • 1. Maxwell Foxman New York University Media, Culture & Communication mhf223@nyu.edu Website: www.maxwellfoxman.info FINDING YOUR PLACE HOW MOBILE GAMES AND SOCIAL MEDIA CAN REDEFINE CLIMATE CHANGE AND COMMUNITY
  • 2. CLIMATE BALANCE THROUGH PLAY • Climate Collapse within 5 Years • Climate as network • Global connectivity in the digital age • Climate effects a collective of humans and non-humans • Climate is effected by humans predominantly in the Anthropocene
  • 3. A THEORETICAL HISTORY OF PLAY • Play is expenditure or “waste” • The potlatch can act as a model of an economy of play • We must create a “state of play” • Play has been deployed throughout political movements • Occupy Wall Street’s human microphone • Belgrade’s protests against propaganda • Games are an “environment” for play
  • 4. PROXIMAL COMMUNICATION • This can be defined as communication of a user’s presence in a particular place and time. • Typified in social media applications such as Foursquare • “Broadcasted” throughout mobile networks
  • 5. “GAMING FOR GOOD” • Joint contest of Al Gore’s Climate Reality Project and consultancy group PSFK • Sees games as a new method of communication and way to affect change • The contest deploy “gamification tools that individuals, communities, organizations and nations can use to embed this new reality [of climate collapse]” (Gore) • The project envisioned games as a new means of communing and affecting climate change, where previous traditional national and international efforts had failed
  • 10. STRENGTHS OF REALITREE • Visualizing the wellness of the local environment • Mobile application & visual display • Data from both users and public sources • Perpetually must be kept alive
  • 11. WHY REALITREE WORKS • Perpetual use • Potential for global engagement • Potential for visualizing climate collectivity • Focused less on “reward” than expenditure • Simple design and potential for quick “maximum grip” • Utilizes both mobile and local components within its design concept • Virtual trees in physical space • Mobile application to engage with trees
  • 12. REALITREE IN REALITY • Heavy cost to deploy at a large scale • Keeping users engaged is critical • Conflicts in local and global engagement • Necessity for iterative design
  • 14. LOCALITY AND MOBILITY WITH PLAY • The Role of Local • The Role of Mobility • Play is individualized • Climate can only be • Locality must be understood in terms understood in terms of network of climate • Local elements can • Play and games work in concert with allow for a climate through convergence of mobile technology locality and mobility • Mobility provides the in terms of climate structure for local play
  • 15. FUTURE IMPLICATIONS OF PLAYING FOR CLIMATE BALANCE • Play provides the means of establishing perpetual activity on behalf of the climate. • Mobile technology provides a structure for perpetual play on a global scale • Mobile technologies proffer a sense of place and presence in the larger context of the climate • Mobile technologies proffer a sense of collectivity and visualization of the environment • Mobile technologies can induce a specific set of practices • Further study is required to test such products.

Editor's Notes

  1. This must be tested