‘Exploring the Playfulness of Places: A Case Study of Sydney, Australia’ presented at Crossroads in Cultural Studies Conference, The University of Sydney, 14-17 December, 2016.
The Challenge of Locating ‘Culture’ in Location-Based GamesKyle Moore
‘The Challenge of Locating ‘Culture’ in Location-Based Games’ presented at Crossroads in Cultural Studies Conference ‘Playing Around with Game Studies: Experiences in Methodologies for Analysing Video Game Cultures’ Panel with Apperley, T. Fordyce, F. van Ryn, L. and Butt, M., University of Sydney, 14-17 December, 2016.
Este documento proporciona instrucciones para realizar un análisis de kriging en Sgmes. Explica cómo abrir un archivo TXT, configurar un proyecto, crear una grilla, visualizar un histograma para obtener un valor de varianza, y luego ejecutar un algoritmo de kriging en la grilla.
Enseñanza de la estadística descriptiva a través deangiemaquin
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Los estudiantes presentan un proyecto para desarrollar un sitio web que permita a los estudiantes completar exámenes vocacionales en línea. Actualmente, los exámenes toman más de 2 horas para completar y el tiempo en clase es insuficiente, lo que dificulta que los estudiantes reciban asesoramiento sobre sus resultados y elección de carrera. El sitio web permitiría a los estudiantes completar los exámenes desde cualquier lugar y a cualquier hora, y obtener resultados de forma inmediata, agilizando el proceso y mejorando la
The Challenge of Locating ‘Culture’ in Location-Based GamesKyle Moore
‘The Challenge of Locating ‘Culture’ in Location-Based Games’ presented at Crossroads in Cultural Studies Conference ‘Playing Around with Game Studies: Experiences in Methodologies for Analysing Video Game Cultures’ Panel with Apperley, T. Fordyce, F. van Ryn, L. and Butt, M., University of Sydney, 14-17 December, 2016.
Este documento proporciona instrucciones para realizar un análisis de kriging en Sgmes. Explica cómo abrir un archivo TXT, configurar un proyecto, crear una grilla, visualizar un histograma para obtener un valor de varianza, y luego ejecutar un algoritmo de kriging en la grilla.
Enseñanza de la estadística descriptiva a través deangiemaquin
El documento describe cómo las Tecnologías de la Información y la Comunicación (TICs) pueden usarse para enseñar Estadística Descriptiva de manera efectiva. Al unir los conceptos de Estadística Descriptiva y las TICs en un aula virtual, se puede actualizar el uso de la estadística en un contexto tecnológico, motivar a los estudiantes aplicando nuevas metodologías de enseñanza, y fomentar el trabajo en grupo y el aprendizaje autónomo a través del intercambio de
Los estudiantes presentan un proyecto para desarrollar un sitio web que permita a los estudiantes completar exámenes vocacionales en línea. Actualmente, los exámenes toman más de 2 horas para completar y el tiempo en clase es insuficiente, lo que dificulta que los estudiantes reciban asesoramiento sobre sus resultados y elección de carrera. El sitio web permitiría a los estudiantes completar los exámenes desde cualquier lugar y a cualquier hora, y obtener resultados de forma inmediata, agilizando el proceso y mejorando la
The document provides an overview of a presentation given on October 18, 2018 at SUPSI on developments in social work. It discusses research conducted on cultural events and public art in Douala, Luanda, and Johannesburg between 1991-2013. The research aimed to document and map these cultural productions, and assess their impact on urban safety. It found that while the arts provide an experimental space, cultural events and public art can both positively and negatively impact safety, including through forced evictions. Land ownership was also found to influence the impact and community engagement of such projects.
Artwork-centred sociality in museums and galleriesMarcus Winter
The document discusses how museums and galleries are exploring artwork-centered sociality by encouraging visitor interaction with artworks. This includes allowing visitors to comment, debate, and share reactions to prompt discussion. Museums are using digital approaches like QR codes and RFID tags to collect visitor comments and integrate them into displays. The goal is to make artworks more social and interactive objects that spark conversation.
This document outlines the lessons and schedule for a course on heritage management. It discusses key concepts like the definition of heritage, structure of proposals, legislation and copyright, critical analysis, stakeholders, target groups, and authenticity. For each lesson, it provides the date, topic, and brief description. It also lists relevant literature and background of the instructor. The estimated time to complete the course assignments is 20 hours. The document aims to provide students with the necessary framework and context to critically analyze heritage sites and develop effective management proposals.
Boston Civic Media Projects from Consortium AffiliatesBecky Michelson
These are some of the projects created by faculty from the Boston Civic Media Consortium and Network. The mission of the Boston CMC+N is to build relationships, share knowledge and develop innovative curriculum in civic media. This is a faculty-led initiative that links ten higher education institutions and numerous community partner organizations across the Greater Boston region. This initiative is organized by the Emerson Engagement Lab and funded by the Teagle Foundation.
The broader Boston Civic Media Network includes practitioners, students, nonprofits and government leaders. We want to work towards building a strong, collaborative network of engaged research and teaching across the Boston area.
In times of the obsession with profit and growth, natural and social
resources are exploited in all corners of the world. Yet, the urge
to radically rethink the system sneaked into various levels. Many
creative and forward-looking professionals are actively searching
for new spaces of opportunity, to shape and test new modes of
economic production and responsible social fabric. Rural areas
have become relevant places for experimentation - smaller in size,
providing more time and space, with less hierarchical governance
structures.
Contemporary performing arts in a rural context are an integral
part of that exercise of imagining a different future. Moreover,
contemporary art in rural areas have been nurturing and shaping
local narratives for ages. However, contemporary artistic practices
have gone almost unnoticed in many funding schemes - both
cultural programmes and rural development funds, which tend to
focus on economic assets of only a few sectors.
In the past few years, IETM has organised a sequence of sessions
and one entire meeting on the subject of art in rural areas. Some of
the brightest art professionals engaging with rurality have created
an AREA (art in rural areas) focus group within our network
and continued their exchange during IETM events and beyond.
Through the dialogue within that group and with other members
experienced and interested in the topic, we have discovered a
fascinating, vibrant and powerful world of contemporary arts in
rural areas.
Today, more than ever, we want to turn the global attention to that
hugely important world.
When creating this publication, we realised it is urgent to find
unconventional approaches to the arts in rural areas. We need
to identify innovative solutions to support the rural arts in their
endeavour of working transversally with other sectors. We have
to seize the momentum and potential of rural arts to help reinvent
the system. Today, when our planet needs it the most.
We hope the present publication sets a strong and fertile ground
for reflecting on those ambitions. Please get in touch with us
(ietm@ietm.org) or write us on our forum (www.ietm.org/forums)
if you wish to further the debate.
We are very grateful to the three authors for their insightful and
sincere contributions. We also heartily thank our members and
other art professionals who shared their practices, stories, views
and experiences with us - through the ongoing exchange during
IETM meetings and via the open call we announced in July - August
2019. Some of the cases collected through the call are presented
in the annexes.
The publication “Arts in Rural Areas” is part of a collaborative
trajectory, which embraces three other European cultural
networks - Culture Action Europe, European Network of Cultural
Centres, and Trans Europe Halles. The policy paper “Beyond the
urban”, which you can read below, is the product of our joint work.
It is still in progress and subject to comments and suggestions
for improvement. We will pre
This document provides a summary of the Hedonic Map of Austin project, which aims to map shared emotional experiences through public art installations and data collection. The project will engage the public through surveys about memorable places in Austin tied to different emotions. It will then create visualizations of the collected data through kinetic sculptures, location markers, mobile apps, and more. The goal is to reveal what connects communities and give citizens a way to share meaningful experiences that create attachments to places around Austin. The project timeline outlines phases from 2014-2016 that include public exhibitions, an interactive art show, and developing digital platforms to showcase the collected stories and maps.
Unincorporated Studio is a collaborative of four artists based in Washington, DC that uses mapping to advocate for people and places. The artists' practices include sculpture incorporating local soils, tenant organizing research, identity-focused performance art, and sound walks exploring environmental histories. They propose a project for the downtown public library mapping how citizens share rights to the city through soil samples, literary descriptions, histories of struggles for housing and rights, and sounds of social spaces, with materials gathered from residents and the library's collections.
Street games from childhood provide inspiration for product development. As children, we creatively played games using our environment and objects at our disposal. These street games allowed us to develop skills and learn through play. Now, urban street games are being reinvented through new formats like live-action video games and digital games played on city streets. This shows that the desire to play and be free from responsibility, which was strong in childhood, still exists in young adults today. Brands have an opportunity to connect with this audience by delivering products that allow fun and creative self-expression like the street games of the past.
A Cartography Of Research In Graphic DesignWendy Belieu
This document provides information about an exhibition titled "A Cartography of Research in Graphic Design" that was presented from October 17th to November 30th, 2017 at the Galerie NaMiMa of the École nationale supérieure d'art et de design de Nancy in France. The exhibition aimed to map out and provide an overview of the current landscape of research in graphic design, dividing it into six major territories. It notes that graphic design research examines topics like the social world, politics, images, writing, typography, and digital media/visualization and how they relate to graphic design.
Digital heritage aims to preserve cultural heritage through virtual and immersive technologies. However, it faces several challenges:
1) Projects often fail to be robust, usable or reused as infrastructure is missing to support long-term preservation and research.
2) While new technologies can suggest new ways to engage with heritage, there is an inherent conflict with preserving heritage content over time as technologies change.
3) Virtual experiences struggle to authentically convey the emotions and significance felt when experiencing real cultural sites and objects. While technologies advance quickly, virtual heritage has not proven it can meaningfully replace encounters with real heritage.
Life at the Local Scale: An alternate perspective on the urbanMichael Smyth
This document discusses urban interaction design and two design fictions that explore how data collected at the city level could impact life at the local scale. It references sensors embedded in cities that generate vast amounts of data streams. The document also mentions the UrbanIxD project, the concepts of the Zoned City and Fractal City, and how patterns in fractal cities could reveal nuances of urban living. It provides links to related websites and notes that one design fiction was created during the UrbanIxD summer school in 2013.
This document is a 1,502 word coursework submission for a module on Art, Performance and the City. It summarizes psychogeography as an approach to exploring cities that was defined by Guy Debord and the Situationist International in 1955 using techniques like deriving and détournement. It then analyzes several current art projects that use audio walks and playful interventions to psychogeographically map cities and uncover hidden histories, showing how psychogeography continues to influence art, cultural geography, and urban studies.
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
The document discusses designing mobile content and experiences for museum audiences. It argues for moving beyond traditional audio tours and instead focusing on social media, facilitating conversations, and connecting communities of interest. Examples are provided of mobile experiences that engage audiences both inside and outside the museum.
The document discusses three models for mobile learning (mLearning) in museums: learning on demand, learning from crowds and communities, and peer-to-peer learning. It notes that mobile devices allow new opportunities for connecting, collaborating and learning beyond traditional audio tours. The document advocates developing a distributed museum network and integrating mobile strategies into all aspects of an institution's work, such as crowdsourcing collections data and enabling user contributions.
This document discusses using 3D visualization techniques to create virtual museums. It describes how digitizing museum collections and artifacts allows them to be shared online and remixed in new ways. The document presents examples of virtual tours created for Taiwanese museums and collections. It argues that virtual museums can preserve cultural heritage, promote access and participation, and make connections across boundaries of space, time, culture and discipline. The goal is for museums to become multidimensional spaces that engage both online and real-world communities.
'Pinball Wizard' by the London Museums Group. A one-day conference of speakers who presented topics connected to games inside and outside the museums and heritage sector.
Topics were about how museum games should be made, the issue of gamification in museums, Pokemon Go, making museums a play area for children, the Science Museum and their games experience. The Science Museum also included information about the application of games in US Museums. The final sections focussed on pop-up games in exhibitions and education as well as the role of play in different environments.
As these are notes, I may not have captured the information you, the readers, might have been interested in. If intrigued by what I wrote, the notes include the names of the speakers and where possible, the organisations they worked for. You could contact them directly for the presentations or contact the London Museums Group. Twitter:@londonmuseumsgroup
This document provides an overview of key concepts from Chapter 7 on interpreting places and landscapes. It discusses relationships between people and spaces, environmental behavior, territoriality, cognitive images, and place-making. Specific topics covered include the interdependence of people and places, understanding environmental perception and knowledge, places as socially constructed, territoriality, cognitive imagery, topophilia, landscapes as human systems, coded spaces, globalization and place-making, and places as objects of consumption. Figures and examples are provided to illustrate these concepts.
The document provides an overview of a presentation given on October 18, 2018 at SUPSI on developments in social work. It discusses research conducted on cultural events and public art in Douala, Luanda, and Johannesburg between 1991-2013. The research aimed to document and map these cultural productions, and assess their impact on urban safety. It found that while the arts provide an experimental space, cultural events and public art can both positively and negatively impact safety, including through forced evictions. Land ownership was also found to influence the impact and community engagement of such projects.
Artwork-centred sociality in museums and galleriesMarcus Winter
The document discusses how museums and galleries are exploring artwork-centered sociality by encouraging visitor interaction with artworks. This includes allowing visitors to comment, debate, and share reactions to prompt discussion. Museums are using digital approaches like QR codes and RFID tags to collect visitor comments and integrate them into displays. The goal is to make artworks more social and interactive objects that spark conversation.
This document outlines the lessons and schedule for a course on heritage management. It discusses key concepts like the definition of heritage, structure of proposals, legislation and copyright, critical analysis, stakeholders, target groups, and authenticity. For each lesson, it provides the date, topic, and brief description. It also lists relevant literature and background of the instructor. The estimated time to complete the course assignments is 20 hours. The document aims to provide students with the necessary framework and context to critically analyze heritage sites and develop effective management proposals.
Boston Civic Media Projects from Consortium AffiliatesBecky Michelson
These are some of the projects created by faculty from the Boston Civic Media Consortium and Network. The mission of the Boston CMC+N is to build relationships, share knowledge and develop innovative curriculum in civic media. This is a faculty-led initiative that links ten higher education institutions and numerous community partner organizations across the Greater Boston region. This initiative is organized by the Emerson Engagement Lab and funded by the Teagle Foundation.
The broader Boston Civic Media Network includes practitioners, students, nonprofits and government leaders. We want to work towards building a strong, collaborative network of engaged research and teaching across the Boston area.
In times of the obsession with profit and growth, natural and social
resources are exploited in all corners of the world. Yet, the urge
to radically rethink the system sneaked into various levels. Many
creative and forward-looking professionals are actively searching
for new spaces of opportunity, to shape and test new modes of
economic production and responsible social fabric. Rural areas
have become relevant places for experimentation - smaller in size,
providing more time and space, with less hierarchical governance
structures.
Contemporary performing arts in a rural context are an integral
part of that exercise of imagining a different future. Moreover,
contemporary art in rural areas have been nurturing and shaping
local narratives for ages. However, contemporary artistic practices
have gone almost unnoticed in many funding schemes - both
cultural programmes and rural development funds, which tend to
focus on economic assets of only a few sectors.
In the past few years, IETM has organised a sequence of sessions
and one entire meeting on the subject of art in rural areas. Some of
the brightest art professionals engaging with rurality have created
an AREA (art in rural areas) focus group within our network
and continued their exchange during IETM events and beyond.
Through the dialogue within that group and with other members
experienced and interested in the topic, we have discovered a
fascinating, vibrant and powerful world of contemporary arts in
rural areas.
Today, more than ever, we want to turn the global attention to that
hugely important world.
When creating this publication, we realised it is urgent to find
unconventional approaches to the arts in rural areas. We need
to identify innovative solutions to support the rural arts in their
endeavour of working transversally with other sectors. We have
to seize the momentum and potential of rural arts to help reinvent
the system. Today, when our planet needs it the most.
We hope the present publication sets a strong and fertile ground
for reflecting on those ambitions. Please get in touch with us
(ietm@ietm.org) or write us on our forum (www.ietm.org/forums)
if you wish to further the debate.
We are very grateful to the three authors for their insightful and
sincere contributions. We also heartily thank our members and
other art professionals who shared their practices, stories, views
and experiences with us - through the ongoing exchange during
IETM meetings and via the open call we announced in July - August
2019. Some of the cases collected through the call are presented
in the annexes.
The publication “Arts in Rural Areas” is part of a collaborative
trajectory, which embraces three other European cultural
networks - Culture Action Europe, European Network of Cultural
Centres, and Trans Europe Halles. The policy paper “Beyond the
urban”, which you can read below, is the product of our joint work.
It is still in progress and subject to comments and suggestions
for improvement. We will pre
This document provides a summary of the Hedonic Map of Austin project, which aims to map shared emotional experiences through public art installations and data collection. The project will engage the public through surveys about memorable places in Austin tied to different emotions. It will then create visualizations of the collected data through kinetic sculptures, location markers, mobile apps, and more. The goal is to reveal what connects communities and give citizens a way to share meaningful experiences that create attachments to places around Austin. The project timeline outlines phases from 2014-2016 that include public exhibitions, an interactive art show, and developing digital platforms to showcase the collected stories and maps.
Unincorporated Studio is a collaborative of four artists based in Washington, DC that uses mapping to advocate for people and places. The artists' practices include sculpture incorporating local soils, tenant organizing research, identity-focused performance art, and sound walks exploring environmental histories. They propose a project for the downtown public library mapping how citizens share rights to the city through soil samples, literary descriptions, histories of struggles for housing and rights, and sounds of social spaces, with materials gathered from residents and the library's collections.
Street games from childhood provide inspiration for product development. As children, we creatively played games using our environment and objects at our disposal. These street games allowed us to develop skills and learn through play. Now, urban street games are being reinvented through new formats like live-action video games and digital games played on city streets. This shows that the desire to play and be free from responsibility, which was strong in childhood, still exists in young adults today. Brands have an opportunity to connect with this audience by delivering products that allow fun and creative self-expression like the street games of the past.
A Cartography Of Research In Graphic DesignWendy Belieu
This document provides information about an exhibition titled "A Cartography of Research in Graphic Design" that was presented from October 17th to November 30th, 2017 at the Galerie NaMiMa of the École nationale supérieure d'art et de design de Nancy in France. The exhibition aimed to map out and provide an overview of the current landscape of research in graphic design, dividing it into six major territories. It notes that graphic design research examines topics like the social world, politics, images, writing, typography, and digital media/visualization and how they relate to graphic design.
Digital heritage aims to preserve cultural heritage through virtual and immersive technologies. However, it faces several challenges:
1) Projects often fail to be robust, usable or reused as infrastructure is missing to support long-term preservation and research.
2) While new technologies can suggest new ways to engage with heritage, there is an inherent conflict with preserving heritage content over time as technologies change.
3) Virtual experiences struggle to authentically convey the emotions and significance felt when experiencing real cultural sites and objects. While technologies advance quickly, virtual heritage has not proven it can meaningfully replace encounters with real heritage.
Life at the Local Scale: An alternate perspective on the urbanMichael Smyth
This document discusses urban interaction design and two design fictions that explore how data collected at the city level could impact life at the local scale. It references sensors embedded in cities that generate vast amounts of data streams. The document also mentions the UrbanIxD project, the concepts of the Zoned City and Fractal City, and how patterns in fractal cities could reveal nuances of urban living. It provides links to related websites and notes that one design fiction was created during the UrbanIxD summer school in 2013.
This document is a 1,502 word coursework submission for a module on Art, Performance and the City. It summarizes psychogeography as an approach to exploring cities that was defined by Guy Debord and the Situationist International in 1955 using techniques like deriving and détournement. It then analyzes several current art projects that use audio walks and playful interventions to psychogeographically map cities and uncover hidden histories, showing how psychogeography continues to influence art, cultural geography, and urban studies.
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
The document discusses designing mobile content and experiences for museum audiences. It argues for moving beyond traditional audio tours and instead focusing on social media, facilitating conversations, and connecting communities of interest. Examples are provided of mobile experiences that engage audiences both inside and outside the museum.
The document discusses three models for mobile learning (mLearning) in museums: learning on demand, learning from crowds and communities, and peer-to-peer learning. It notes that mobile devices allow new opportunities for connecting, collaborating and learning beyond traditional audio tours. The document advocates developing a distributed museum network and integrating mobile strategies into all aspects of an institution's work, such as crowdsourcing collections data and enabling user contributions.
This document discusses using 3D visualization techniques to create virtual museums. It describes how digitizing museum collections and artifacts allows them to be shared online and remixed in new ways. The document presents examples of virtual tours created for Taiwanese museums and collections. It argues that virtual museums can preserve cultural heritage, promote access and participation, and make connections across boundaries of space, time, culture and discipline. The goal is for museums to become multidimensional spaces that engage both online and real-world communities.
'Pinball Wizard' by the London Museums Group. A one-day conference of speakers who presented topics connected to games inside and outside the museums and heritage sector.
Topics were about how museum games should be made, the issue of gamification in museums, Pokemon Go, making museums a play area for children, the Science Museum and their games experience. The Science Museum also included information about the application of games in US Museums. The final sections focussed on pop-up games in exhibitions and education as well as the role of play in different environments.
As these are notes, I may not have captured the information you, the readers, might have been interested in. If intrigued by what I wrote, the notes include the names of the speakers and where possible, the organisations they worked for. You could contact them directly for the presentations or contact the London Museums Group. Twitter:@londonmuseumsgroup
This document provides an overview of key concepts from Chapter 7 on interpreting places and landscapes. It discusses relationships between people and spaces, environmental behavior, territoriality, cognitive images, and place-making. Specific topics covered include the interdependence of people and places, understanding environmental perception and knowledge, places as socially constructed, territoriality, cognitive imagery, topophilia, landscapes as human systems, coded spaces, globalization and place-making, and places as objects of consumption. Figures and examples are provided to illustrate these concepts.
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إضغ بين إيديكم من أقوى الملازم التي صممتها
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2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
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Exploring the Playfulness of Places: A Case Study of Sydney, Australia
1. The University of Sydney Page 1
Exploring the Playfulness
of Place
A Case Study of Sydney,
Australia
Kyle Moore
PhD Candidate, Department of Media and
Communications
Twitter: @kylejmoore
Crossroads in Cultural Studies
Sydney, Australia
17 December 2016
2. The University of Sydney Page 2
Towards a Theorisation of ‘Situated Play’
– Urban play as a culturally
specific practice that
operates at the
intersection of global and
local.
– Play is subject to
sociocultural and material
circumstance outside of
the game.
– Draws from HCI (situated
actions) and cultural
studies of games
(situated gaming).
3. The University of Sydney Page 3
Historical and Contemporary Approaches
– Historical approaches to urban play
– de Souza e Silva and Hjorth (2009)
– Stevens (2007)
– Flanagan (2009)
– Emphasis on ‘remediating’ critical engagements with
urban space e.g.
– Flâneur (urban wanderer)
– Derive (unplanned journey)
– Context of these two; not strictly play, although informed
by in some ways.
– Ideas of ‘leisure’ tied with urban mobility
– Becomes a question of politics, of accessibility, of
sociocultural constructions of space and consumption
4. The University of Sydney Page 4
Playable and Playful Cities
– Art movements that seek to ‘open’ the urban to civic and
social interactions
– Questions of culture and questions of play. Where is
culture produced and how is play performed?
– Playable city as historically situated amongst ideas that
emerge from New Games Movement
– E.g. civic modes of urban mobility with emphasis on the
social
– New technologies allow for new modes of performance.
– These forms of play are ultimately performative
– Reliant on ‘open’ urban spaces. Often city centres and
plays of traditional cultural production (at least in case of
Australia)
5. The University of Sydney Page 5
Ingress and Pokémon Go
– Objects of study
– Ingress (2012)
– Communities in and around
Sydney, Australia
– Pokémon Go (2016)
– Field testers
– Launch of public app and
viral adoption
– Ethnographic study of
Ingress communities
– Syd Resistance Agents
Feb-June 2016
9. The University of Sydney Page 9
Art, Play, and Situating Localities
– Cultural heritage, history, developing a ‘playful’ locality –
playing with heritage and our understanding of the
(sub)urban.
– Observations from Sydney: sites of traditional ‘cultural’
production e.g. Opera House and Museums, key sites of
urban play.
– Home to not only Ingress (map and events), Pokémon
Go, but also other forms of playful urban mobility such as
Vivid Light festival.
– Outside of urban centres, suburbs curate specific cultural
heritage and production. From street art in those
proximate to city centre to war memorials in parks in
locations furthest from city centre.
10. The University of Sydney Page 10
Conclusion: Politics of Public Play
– Situated play helps to understand now only how play
alters sociocultural and material components of the city.
– Play may be subversive, a mode of consumption, a form
of labour, a unifying practice, depending on given
situation.
– In short, play is political
– Public play deals with and alters existing politics
surrounding urban accessibility and everyday forms of
urban mobility.
– In the context of Australia, localities are tied to built
environment and performance of cultural heritage.
– As with all locations, issues of accessibility and
openness of public spaces impact politics of game play
Editor's Notes
In this paper I consider some of the politics of location-based gaming, namely the tensions between games and art that emerge in a few key games.
I aim to understand location based games as a form of situated play – a form of play that deals explicitly with social, cultural, and material circumstance of the urban environments in which they are played.
As such, these games are played in public, and deal with a distinct political practice, tied up with ideas of leisure, appropriate use of public space and technology, performativity, and immaterial labour.
In my research I focus primarily on Ingress, specific playing Ingress in the context of Sydney Australia, as well as some preliminary ideas surrounding Pokemon Go – both games which are developed by Niantic Labs, a former subsidiary of Google Incorporated (now Alphabet).
The idea of ‘localising’ comes from an attempt to understand how play is situated within and across multiple localities, all which come with a distinct set of politics which may or may not be altered by play, but certainly impact how we may play in public.
In my research, I develop the concept of situated play.
I draw this concept from the field of human computer action, cultural studies, and also to some extent from the study of games and literacy and the concept of situated learning.
I suggest that these forms of location-based games or urban mobile gaming are best thought of as situated practices, as drawing from and dealing with specific sociocultural and material circumstance of the urban.
This is more than just the idea that the city becomes altered and becomes the space of which play is conducted. Rather, we need to pay attention to the specific forms of urban mobility, of which play should be considered one. Secondly, we need to consider how these forms of playful urban mobility been historically situated within the urban (my next slide).
Ultimately, situated play draws from these ideas, but it is also a practice – that is, it is a process of learning and making meaning. We develop new shared and contested understandings of urban space and urban play.
Here, I draw from firstly Lucy Suchman’s notion of situated actions – that all engagements with technology are subject to external processes of meaning making, and sociocultural and material circumstances.
Secondly, I draw from Paul Dourish’s expansion of this work and inclusion of situated learning, the idea that these contexts foster a certain type of social learning – a process of generating and legitimising new meaning of these spaces and actions;.
Lastly, I suggest that the location of these new meanings may not be specifically tied to distinct ‘local’ spaces, but subject to larger global gaming cultural practices which need to be understood in terms of the inter-relation between global and local – the way that play in Sydney may be subject to external and global focuses as well as those distinctly local practices and materialities.
These approaches help us to understand a ‘global’ and historical sense of playful urban mobility
They also help us to understand the tensions between urban mobility, leisure, and production – the ways in which urban spaces are constantly undergoing contested and shifting process of meaning making, and how an everyday (or rather, a distinct) urban mobility may be a political action – an act of subversion.
This is not to say that all play indeed acts as a subversion – of course, contemporary digital play may in fact be considered a mode of consumption. It is difficult to know how these tensions may emerge. As such, I think we need to be careful of drawing too close a comparison between these historical forms of urban mobility, and understand them as existing within distinct tensions between forms of mobility, consumption, and production.
This is fairly straight forward – we are understanding ‘open’ in sense of functional civic responsibility – and a politics of asking what spaces can actually be open – that city centres and so forth lend towards the movement of people, and interacting with built environments – e.g. photos, tourism, everyday urban mobility etc.
I want to also, discuss notions of cultural heritage and art here too.
The opera house is important for a number of reasons – it’s iconography, it’s role as a location of cultural production/consumption, and lastly the way it gets intergrated into the material/software system of games like Ingress and Pokemon go.
There is a distinct meaning making process that is bound to the materiality of the game it self – that the software is in itself user generated – portals were submitted by users during early stages – so there is something at stake here about how these sites came to be included in the sociocultural practices of urban play.
The question of how one constructs new meaning for these locations is one of interest. It builds heavily from the structure of the game which is in turn a co-production, a co-cartography, between developers and players.
Creating meaning via community and social input – situational learning (to an extent)
Shared meaning is generated and reinforced via social play.
Key sites become attractive, due to their existing sociocultural standing.
Asking, why the Opera House was the key location for anomaly is interesting, but also seems almost evident. It’s iconography, it’s spreadability and social capital in extending play beyond the immediate network of the game e.g. via social media.
This site is also of interest, as it was one of the first places in Sydney to attract a large number (100s) of Pokemon Go players for an informal ‘poke walk’
The role this site has in pre-urban play cultural heritage becomes equally important, even if the site itself is divided up into interactive nodes and overlays of information.
The site itself retains it’s original role, while, through social interaction, new forms of meaning and interaction are legitimised.
Here, there is room to discuss how art becomes firstly incorporated into playable maps, and secondly, how these maps exist as proprietary objects, and are re-used in new games, like Pokemon Go.
The politics of access and exclusion then become tied up with the question of who gets to contribute to these maps, and who becomes represented in them. There is a specific identity that becomes tied to localities, which were constructed via the process of immaterial labour on the part of early game adopters. Thinking about firstly, what art or elements of the built environment become included in the game, and then furthermore what are the politics of these forms of art? The politics of street art, as a subversive form of engaging with the urban environment, then included in new forms and modes of consumption via commercial location based games, for instance.