Presentation from webinar on November 17-2016. Describes CounterPlay, our purpose, the underlying values and ideas of the festival, as well as the theme of CounterPlay '17: "The Power of Play".
My closing keynote at the LITA National Forum, which was supposed to be my "technical, tangible, social" theme, but which I ended up shifting into an overview of how Picture the Impossible came to be.
Slides from my GDC presentation. Nearly identical to the slides used at Web 2.0 and University of Delaware (though the narrative accompanying each was modified for the specific audience).
SHARP slides-final (adaptation in children's media - BBC cartoon and game)Claudio Pires Franco
Session 5.5: New Media Forms of the Book
With a team:
Chair: Alexis Weedon (University of Bedforshire)
David Moorhead (University of Bedforshire) Contemporary adaptation – from script to film
Claudio Pires Franco (University of Bedfordshire) Inside relations between publishers, broadcasters and the games industry in digital storytelling
Souvik Mukherjee (Shiv Nadar University) Rewriting unwritten texts: After-action reports and videogames
My closing keynote at the LITA National Forum, which was supposed to be my "technical, tangible, social" theme, but which I ended up shifting into an overview of how Picture the Impossible came to be.
Slides from my GDC presentation. Nearly identical to the slides used at Web 2.0 and University of Delaware (though the narrative accompanying each was modified for the specific audience).
SHARP slides-final (adaptation in children's media - BBC cartoon and game)Claudio Pires Franco
Session 5.5: New Media Forms of the Book
With a team:
Chair: Alexis Weedon (University of Bedforshire)
David Moorhead (University of Bedforshire) Contemporary adaptation – from script to film
Claudio Pires Franco (University of Bedfordshire) Inside relations between publishers, broadcasters and the games industry in digital storytelling
Souvik Mukherjee (Shiv Nadar University) Rewriting unwritten texts: After-action reports and videogames
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
Grell & Rau - Ingress In Adult Life - ECER2016Petra Grell
Ingress is a real time, location-based, social online game, that is continuously played on smartphones. The virtual playground is based on the physical world, visible through maps of earth. Each player needs to choose one of the two combatting factions and aligns oneself with a local community.The purpose of the research is to generate an extensive understanding of the meaning of this game for players and communities. The main question, in which way this game influences or broadens players’ views on urban space, on communities and environments is based on an understanding of Bildung as a process of orientation and transformation.
More Information are available on: http://www.eera-ecer.de/ecer-programmes/conference/21/contribution/38247/
World Building: Boost Your Fictional Writing!MEStudios
Fictional writers of all disciplines practice world building to make their story and characters come to life. Whether you are writing a fictional novel, a video game, a tv show, a play, or a screenplay, you must follow these guidelines to embellish your characters' world!
World Building: Boost Your Fictional Writing!MEStudios
Fictional writers of all disciplines practice world building to make their story and characters come to life. Whether you are writing a fictional novel, a video game, a tv show, a play, or a screenplay, you must follow these guidelines to embellish your characters' world!
From Storytelling to Story-playing
Intertextuality and Contexts of Production in Game Adaptation
This paper proposal is based on a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a children’s book, into a BBC TV series, and finally into a game.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
On play and its light and dark side, how public service institutions should respond to the diversity of the web. Delivered by Pat Kane of The Play Ethic (patkane@theplayethic.com)
TIME OF THE SIXTH SUN currently in production is a film about the shift in global awareness and the expansion of consciousness as we move beyond the much prophesized date of 2012.
Our Ancestors understood our symbiotic relationship to the Earth and the Elements and foresaw the collapsing of an unsustainable world. This is a story about collectively co-creating a new sustainable world for our children and their children. A new Earth. Our legacy.
V Congreso Internacional de Educared - Games to make the futureJane McGonigal
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future
Grell & Rau - Ingress In Adult Life - ECER2016Petra Grell
Ingress is a real time, location-based, social online game, that is continuously played on smartphones. The virtual playground is based on the physical world, visible through maps of earth. Each player needs to choose one of the two combatting factions and aligns oneself with a local community.The purpose of the research is to generate an extensive understanding of the meaning of this game for players and communities. The main question, in which way this game influences or broadens players’ views on urban space, on communities and environments is based on an understanding of Bildung as a process of orientation and transformation.
More Information are available on: http://www.eera-ecer.de/ecer-programmes/conference/21/contribution/38247/
World Building: Boost Your Fictional Writing!MEStudios
Fictional writers of all disciplines practice world building to make their story and characters come to life. Whether you are writing a fictional novel, a video game, a tv show, a play, or a screenplay, you must follow these guidelines to embellish your characters' world!
World Building: Boost Your Fictional Writing!MEStudios
Fictional writers of all disciplines practice world building to make their story and characters come to life. Whether you are writing a fictional novel, a video game, a tv show, a play, or a screenplay, you must follow these guidelines to embellish your characters' world!
From Storytelling to Story-playing
Intertextuality and Contexts of Production in Game Adaptation
This paper proposal is based on a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a children’s book, into a BBC TV series, and finally into a game.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
On play and its light and dark side, how public service institutions should respond to the diversity of the web. Delivered by Pat Kane of The Play Ethic (patkane@theplayethic.com)
TIME OF THE SIXTH SUN currently in production is a film about the shift in global awareness and the expansion of consciousness as we move beyond the much prophesized date of 2012.
Our Ancestors understood our symbiotic relationship to the Earth and the Elements and foresaw the collapsing of an unsustainable world. This is a story about collectively co-creating a new sustainable world for our children and their children. A new Earth. Our legacy.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
StoryWorld Quest is a three-day conference in Edmonton, Alberta Canada that discussed the latest in storyworld design and telling, bringing together experts from the digital, film, television and transmedia spaces.
Keynotes, panels and open forum discussions took place that defined the latest in narrative strategies with insights from filmmakers, producers, technologists, broadcasters, developers, game designers, writers, academics, and marketing executives.
Here is just a brief recap and key takeaways that stood out in my mind.
For more about me, visit http://mattdoh.com
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
Playing catch-up: games and play in the wider culture and in the libraryPhilip Minchin
Play and games are set to be the media of the 21st Century in the same way audiovisual media were of the 20th. But libraries have largely ignored the tremendous importance (and potential) of these new media, making little to no effort to include them in collections except as they do so easily, and even ignoring games that come in book form. There has been little effort to curate games and play, cultivate deeper and broader critical appreciation in the public, or even apply accurate taxonomies. (And if you know librarians, that really says something about the size of the blind spot!)
This presentation, delivered at the Australian Library & Information Association's 7th New Librarians' Symposium (ALIA's NLS7), outlines the foundational reasons why games and play actually matter a lot more than our culture likes to think, and especially to libraries; it also offers some pointers for making this case to existing library institutions, and how to negotiate a system that is almost completely blind to the value of play.
Leg har en værdi i sig selv – det ved vi. Men hvad ligger der egentlig i det, og hvorfor er legen så vigtig i pædagogiske sammenhænge?
Præsentation fra temadag om leg arrangeret af BUPL Nordsjælland.
ZGB - The Role of Generative AI in Government transformation.pdfSaeed Al Dhaheri
This keynote was presented during the the 7th edition of the UAE Hackathon 2024. It highlights the role of AI and Generative AI in addressing government transformation to achieve zero government bureaucracy
Understanding the Challenges of Street ChildrenSERUDS INDIA
By raising awareness, providing support, advocating for change, and offering assistance to children in need, individuals can play a crucial role in improving the lives of street children and helping them realize their full potential
Donate Us
https://serudsindia.org/how-individuals-can-support-street-children-in-india/
#donatefororphan, #donateforhomelesschildren, #childeducation, #ngochildeducation, #donateforeducation, #donationforchildeducation, #sponsorforpoorchild, #sponsororphanage #sponsororphanchild, #donation, #education, #charity, #educationforchild, #seruds, #kurnool, #joyhome
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
Many ways to support street children.pptxSERUDS INDIA
By raising awareness, providing support, advocating for change, and offering assistance to children in need, individuals can play a crucial role in improving the lives of street children and helping them realize their full potential
Donate Us
https://serudsindia.org/how-individuals-can-support-street-children-in-india/
#donatefororphan, #donateforhomelesschildren, #childeducation, #ngochildeducation, #donateforeducation, #donationforchildeducation, #sponsorforpoorchild, #sponsororphanage #sponsororphanchild, #donation, #education, #charity, #educationforchild, #seruds, #kurnool, #joyhome
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
What is the point of small housing associations.pptxPaul Smith
Given the small scale of housing associations and their relative high cost per home what is the point of them and how do we justify their continued existance
Presentation by Jared Jageler, David Adler, Noelia Duchovny, and Evan Herrnstadt, analysts in CBO’s Microeconomic Studies and Health Analysis Divisions, at the Association of Environmental and Resource Economists Summer Conference.
1. The first of (hopefully) many webinars about the wonders and
challenges of play today.
The Power of Play
2. On this webinar
• We wish to experiment with the format
• We need many different ways of talking, interacting & developing the
playful community; there’s no *one* right way
• It’s more structured than a ”regular” online conversation (e.g. skype)
• I’m the only one with mic/webcam, so use the chat as much as you
feel like (& raise your hand if you want to speak)
• Don’t hesitate to ask or interrupt; we’re only playing!
3. Agenda
• Welcome: who are here? Where are you from? (10-15 min)
• Presentation: CounterPlay – the power of play (15-20 min)
• Discussion & questions (10-15 minutes)
• What are the burning questions about play? (10 minutes)
• Closing remarks
5. The Power of Play
In which I ramble about CounterPlay and, well, the power(s) of play (do
continue to comment & ask questions while I talk)
6. What is this ”CounterPlay”?
A (tiny) NGO organizing a (slightly less tiny) play festival.
First:
7. Why is play important?
I *think* playful people are better equipped to live
meaningful lives in this messy, complex & chaotic world.
8. I also think that to become (or
stay) playful, you must play
9. If play is a means to an end, the
end is becoming more playful
10. “When enough people raise play to
the status it deserves in our lives, we
will find the world a better place”
Brown M.D., Stuart; Vaughan, Christopher. Play: How it
Shapes the Brain, Opens the Imagination, and Invigorates
the Soul
11. What is the purpose of CounterPlay?
We wish to create more opportunities to play, cultivate
playful communities across borders and boundaries and
drive a movement towards a more playful world.
12. We need to develop a
holistic approach,
including all of society
& the world
13. CounterPlay should be a
prototype of the playful society
What would it look & feel like? How would people interact? How
would they solve problems together?
15. Well, it’s our theme for CounterPlay ‘17
http://www.counterplay.org/call-for-proposals
16. What is the ”power of play”?
…but then:
Well, it’s powerS,
plural, really.
17. Play can add another dimension
to every experience
” For every dinosaur-shaped cloud that is
spotted, a thousand stegosaurs gallop past
unnoticed” – Alex Moseley
18. “I feel more certain than ever that our
play and playfulness will prove a
powerful healing force - on us and those
with whom we play playfully. Play,
because it will engage us in the world
instead of encouraging us to withdraw”
Bernie DeKoven
https://www.facebook.com/mathias.poulsen/posts/10153886756811447
19. Play helps us take ourself less
seriously
In play, we can step out of our normal role, observe ourself from
the outside, laugh at the serious facade we usually put up.
20. Play asks (critical) questions
Can I play here? Who owns our public spaces & institutions?
21. Play allows us to see the world anew
The world can always be different, no
matter how much we hear about ”the
politics of necessity”
22. ” Play makes people aware of their
capacities for social agency”
Henricks, Thomas S.. Play and the Human Condition
23. “Playfulness means taking over a
world to see it through the lens of
play, to make it shake and laugh and
crack because we play with it”
Sicart, Miguel. Play Matters
24. Play creates spaces for us to
challenge power
The power of play may be that it gives us the capacity and
courage to stand up to the power we are usually subject to or
governed by.
25. These are obviously just a few of
the powers of play
We *insist* that play is multi-faceted, complex, full of ambiguity and
probably impossible for us to ever understand completely.
That is ok.
26. How can you contribute?
In any way conceivable, but we prefer activities that are
participatory, that get people talking-interacting-thinking-working-
moving
27. Proposals can be short, silly,
playful, words, drawings…
We just need to get an idea about what you want to do,
what the participants get to do, and how it can fit in the
program. We can *always* talk more later.
30. What are your most burning
questions about play? What are
the major challenges?
31. Get in touch:
Thank you SO much for joining us!
Web: www.counterplay.org
Email: mathias@counterplay.org
Twitter: @CounterPlayFest
Facebook – page: www.facebook.com/counterplaying
Facebook – group: www.facebook.com/groups/counterplay/