Whilst	
  Susan	
  Blackmore	
  provided	
  an	
  over	
  view	
  of	
  the	
  concepts	
  of	
  memes	
  my	
  aim	
  in	
  
this	
   talk	
   is	
   is	
   to	
   consider	
   how	
   we	
   can	
   possibly	
   harness	
   the	
   poten:al	
   of	
   memes	
   to	
  
change	
  society	
  rather	
  that	
  take	
  on	
  her	
  matrix	
  like	
  vision	
  whereby	
  we	
  all	
  take	
  the	
  red	
  
pill.	
  My	
  proposi:on	
  is	
  we	
  do	
  this	
  by	
  linking	
  them	
  with	
  mobile	
  and	
  games	
  

Why	
  Mobile?	
  
Susan’s	
  view	
  of	
  the	
  us	
  becoming	
  Cyborg	
  is	
  already	
  here	
  we	
  are	
  already	
  augmented	
  by	
  
our	
  mobile	
  phones.	
  There	
  are	
  currently	
  over	
  4	
  billion	
  phones	
  on	
  the	
  planet	
  and	
  whilst	
  
four	
  babies	
  are	
  born	
  every	
  second	
  there	
  are	
  27	
  new	
  phones	
  manufactured	
  

Why	
  games?	
  
Although	
   the	
   economic	
   significance	
   games	
   has	
   been	
   acknowledged	
   many	
   of	
  
discourses	
   which	
   s:ll	
   surround	
   them	
   rests	
   of	
   addic:on	
   and	
   violence	
   prevalent	
   in	
  
certain	
  genres	
  whereas	
  games	
  have	
  always	
  embraced	
  a	
  wide	
  range	
  of	
  ac:vi:es	
  and	
  	
  
play	
  has	
  always	
  been	
  acknowledged	
  as	
  playing	
  a	
  significant	
  role	
  in	
  society.	
  Part	
  of	
  the	
  
problem	
  appears	
  to	
  me	
  as	
  the	
  disassocia:on	
  of	
  games	
  and	
  play.	
  

All	
   of	
   us	
   within	
   the	
   games	
   industry	
   must	
   bare	
   part	
   of	
   the	
   responsibility	
   for	
   this	
   as	
   we	
  
have	
   failed	
   to	
   engage	
   effec:vely	
   in	
   these	
   debates	
   oJen	
   reveling	
   in	
   our	
   poli:cal	
  
incorrectness	
  and	
  have	
  been	
  too	
  insular	
  and	
  failed	
  to	
  accept	
  a	
  broadening	
  of	
  games	
  
and	
  in	
  some	
  cases	
  aKaching	
  such	
  ideas	
  

To	
   this	
   end	
   I	
   have	
   decided	
   call	
   for	
   a	
   shiJ	
   in	
   the	
   paradigm	
   through	
   an	
   age	
   of	
   Pre-­‐
Raphaelite	
  gaming	
  



                                                                                                                                                              1	
  
Just	
   to	
   be	
   	
   clear	
   I	
   was	
   thinking	
   of	
   the	
   Ar:s:c	
   Brotherhood	
   founded	
   in	
   1848	
   rather	
  
than	
  some	
  veiled	
  reference	
  to	
  one	
  of	
  the	
  Teenage	
  Mutant	
  Ninja	
  Turtles.	
  	
  


Its	
  not	
  that	
  games	
  has	
  always	
  be	
  seen	
  as	
  separate	
  from	
  its	
  importance	
  was	
  realized	
  
through	
  the	
  work	
  of	
  Huizinga	
  and	
  Callois	
  before	
  the	
  advent	
  of	
  computer	
  games.	
  

Indeed	
   this	
   representa:on	
   of	
   the	
   mo:va:ons	
   within	
   a	
   Magic	
   circle	
   draws	
   directly	
  
from	
  this	
  work.	
  


The	
  Brotherhood's	
  early	
  doctrines	
  were	
  expressed	
  in	
  four	
  declara:ons:	
  

1.	
  To	
  have	
  genuine	
  ideas	
  to	
  express;	
  
2.	
  To	
  study	
  Nature	
  (LIFE)	
  aKen:vely,	
  so	
  as	
  to	
  know	
  how	
  to	
  express	
  them;	
  
3.	
  To	
  sympathize	
  with	
  what	
  is	
  direct	
  and	
  serious	
  and	
  hear`elt	
  in	
  previous	
  art,	
  to	
  the	
  
exclusion	
  of	
  what	
  is	
  conven:onal	
  and	
  self-­‐parodying	
  and	
  learned	
  by	
  rote;	
  
4.	
   And,	
   most	
   indispensable	
   of	
   all,	
   to	
   produce	
   thoroughly	
   good	
   pictures	
   and	
   statues
(GAMES)	
  

These	
   doctrines	
   would	
   seem	
   a	
   good	
   place	
   to	
   start	
   if	
   we	
   are	
   to	
   allow	
   games	
   and	
  
gaming	
  to	
  evolve	
  to	
  realize	
  their	
  full	
  poten:al	
  



                                                                                                                                                    2	
  
These	
  images	
  represent	
  examples	
  of	
  the	
  changing	
  face	
  of	
  gaming	
  and	
  each	
  provides	
  
an	
  alterna:ve	
  to	
  the	
  cliqued	
  view	
  of	
  the	
  gamer	
  on	
  my	
  previous	
  slide.	
  

Persuasive	
  Games	
  (Ian	
  Bogust)	
  

Persuasive	
   games	
   influence	
   players	
   to	
   take	
   ac:on	
   through	
   game-­‐play.	
   Games	
  
communicate	
  differently	
  than	
  other	
  media;	
  they	
  not	
  only	
  deliver	
  messages,	
  but	
  also	
  
simulate	
   experiences	
   and	
   rather	
   than	
   beingjust	
   a	
   leisure	
   ac:vity,	
   games	
   can	
   also	
  
become	
  powerful	
  rhetorical	
  tools.	
  

Alternate	
  Reality	
  Games	
  

An	
  alternate	
  reality	
  game	
  (ARG),	
  is	
  an	
  interac:ve	
  narra:ve	
  that	
  uses	
  the	
  real	
  world	
  as	
  
a	
   pla`orm,	
   oJen	
   involving	
   mul:ple	
   media	
   and	
   game	
   elements,	
   to	
   tell	
   a	
   story	
   that	
  
may	
  be	
  affected	
  by	
  par:cipants'	
  ideas	
  or	
  ac:ons.	
  

Within	
  these	
  examples	
  I	
  have	
  purposefully	
  avoided	
  using	
  the	
  terms	
  ‘serious	
  games’	
  or	
  
‘meaningful	
   game’s	
   as	
   I	
   believe	
   these	
   terms	
   do	
   nothing	
   to	
   broaden	
   the	
   debate	
   and	
  
generally	
  seem	
  to	
  silo	
  certain	
  genres	
  as	
  being	
  ‘worthy’	
  of	
  academic	
  study	
  whereas	
  I	
  
believe	
   all	
   games	
   should	
   be	
   treated	
   seriously	
   including	
   the	
   likes	
   of	
   Call	
   of	
   Duty	
   or	
  
Gears	
  of	
  War	
  




                                                                                                                                                   3	
  
Whilst	
  digital	
  social	
  networking	
  is	
  really	
  just	
  a	
  different	
  manifesta:on	
  of	
  old	
  behaviour	
  
I	
   think	
   its	
   useful	
   in	
   rela:on	
   my	
   proposal	
   to	
   consider	
   it	
   in	
   terms	
   of	
   Social	
   Capital,	
  
Grooming	
  and	
  Gossip	
  

Although	
   discussions	
   of	
   social	
   capital	
   are	
   complex	
   and	
   many	
   defini:ons	
   exist	
   here	
   I	
  
would	
   simply	
   describe	
   it	
   as	
   the	
   resources	
   accumulated	
   through	
   the	
   rela/onships	
  
among	
  people.	
  

Researchers	
   oJen	
   divide	
   social	
   capital	
   into	
   between	
   bridging	
   and	
   bonding	
   social	
  
capital.	
   The	
   former	
   is	
   linked	
   "weak	
   :es,"	
   which	
   are	
   loose	
   connec:ons	
   between	
  
individuals	
   who	
   may	
   provide	
   useful	
   informa:on	
   or	
   new	
   perspec:ves	
   for	
   one	
   another.	
  
Alterna:vely,	
   bonding	
   social	
   capital	
   is	
   found	
   between	
   individuals	
   in	
   :ghtly-­‐knit,	
  
emo:onally	
  close	
  rela:onships,	
  such	
  as	
  family	
  and	
  close	
  friends.	
  	
  

Grooming	
  and	
  Gossip	
  I	
  would	
  argue	
  go	
  hand	
  in	
  hand	
  with	
  these	
  online	
  rela:onships.	
  
In	
   social	
   animals	
   such	
   as	
   humans	
   social	
   grooming	
   is	
   an	
   ac:vity	
   in	
   which	
   individuals	
   in	
  
a	
   group	
   clean	
   or	
   maintain	
   each	
   other's	
   body	
   or	
   appearance.	
   We	
   seen	
   similar	
   social	
  
ac:vi:es	
   in	
   online.	
   Gossip	
   is	
   not	
   a	
   trivial	
   pas:me:	
   it	
   is	
   essen:al	
   to	
   human	
   social,	
  
psychological	
   and	
   even	
   physical	
   well-­‐being	
   and	
   is	
   oJen	
   regarded	
   as	
   form	
   of	
   social	
  
grooming.	
  




                                                                                                                                                       4	
  
Mobile	
  phones	
  are	
  already	
  a	
  great	
  social	
  device	
  and	
  to	
  get	
  the	
  best	
  out	
  of	
  them	
  for	
  
games	
  we	
  must	
  exploit	
  the	
  uniquely	
  mobile	
  experience	
  

Ambient	
  Play	
  

Ambient	
   play	
   can	
   be	
   considered	
   as	
   games	
   whereby	
   players	
   can	
   act	
   asynchronously	
  
stepping	
  in	
  and	
  out	
  of	
  the	
  magic	
  circle	
  to	
  engage	
  in	
  other	
  ac:vi:es	
  without	
  detriment	
  
to	
  the	
  game	
  itself.	
  

Example	
  TxtBook	
  

Emergence	
  

An	
   emergent	
   behavior	
   or	
   emergent	
   property	
   can	
   appear	
   when	
   a	
   number	
   of	
   simple	
  
en::es	
   (agents)	
   operate	
   in	
   an	
   environment,	
   forming	
   more	
   complex	
   behaviors	
   as	
   a	
  
collec:ve.	
  If	
  emergence	
  happens	
  over	
  disparate	
  size	
  scales,	
  then	
  the	
  reason	
  is	
  usually	
  
a	
  causal	
  rela:on	
  across	
  different	
  scales.	
  

Example	
  Four	
  in	
  a	
  Row	
  




                                                                                                                                          5	
  
Playces	
  

The	
   big	
   advantage	
   with	
   mobile	
   is	
   that	
   players	
   we	
   can	
   define	
   new	
   magic	
   circles	
   in	
  
allsorts	
  of	
  loca:ons	
  or	
  what	
  my	
  friend	
  and	
  game	
  designer	
  Steffen	
  Walz	
  calls	
  playces	
  

Examples	
  FAM,	
  PAC-­‐LAN	
  Tilt	
  Racer	
  

Intamacy	
  

The	
  power	
  of	
  physical	
  intamcy	
  I	
  would	
  link	
  back	
  to	
  the	
  phsycal	
  grooming	
  previously	
  
discused	
   and	
   whilst	
   mobile	
   may	
   not	
   immediately	
   appear	
   to	
   	
   support	
   such	
   ac:vity	
  	
  
NFC	
  	
  could	
  change	
  this.	
  

Example	
  Pass	
  the	
  Bomb	
  




                                                                                                                                              6	
  
Collec:ve	
  Intelligence	
  

Collec:ve	
   intelligence	
   is	
   a	
   shared	
   or	
   group	
   intelligence	
   that	
   emerges	
   from	
   the	
  
collabora:on	
  and	
  compe::on	
  of	
  many	
  individuals.	
  Collec:ve	
  intelligence	
  appears	
  in	
  a	
  
wide	
  variety	
  of	
  forms	
  of	
  consensus	
  decision	
  making	
  in	
  bacteria,	
  animals,	
  humans,	
  and	
  
computer	
  networks.	
  As	
  yet	
  we	
  haven't	
  seen	
  a	
  good	
  example	
  of	
  this	
  on	
  mobile	
  but	
  one	
  
can	
   imagine	
   TwiKer	
   could	
   be	
   u:lized	
   to	
   create	
   such	
   a	
   phenomenon	
   if	
   carefully	
  
designed	
  to	
  allow	
  asynchronous	
  play.	
  

LOLAPPs	
  and	
  NANO	
  

LOLAPPS	
   are	
   what	
   I	
   would	
   consider	
   as	
   an	
   evolved	
   form	
   of	
   the	
   internet	
   LOLCAT	
  
whereby	
  people	
  dressed	
  their	
  cats	
  up	
  in	
  strange	
  costumes	
  and	
  took	
  pictures	
  of	
  them.	
  
They	
  main	
  purpose	
  would	
  be	
  to	
  make	
  you	
  LOL	
  or	
  smile	
  and	
  are	
  generally	
  very	
  short	
  
lived	
   pieces	
   of	
   entertainment	
   or	
   NANOFUN.	
   The	
   Apple	
   App	
   store	
   is	
   heavily	
  
propagated	
   by	
   such	
   applica:ons	
   which	
   judging	
   by	
   the	
   volume	
   seem	
   to	
   be	
   the	
   most	
  
popular.	
  




                                                                                                                                         7	
  
Serendipity	
  

Serendipity	
   is	
   the	
   effect	
   by	
   which	
   one	
   accidentally	
   discovers	
   something	
   fortunate,	
  
especially	
   while	
   looking	
   for	
   something	
   en:rely	
   unrelated.	
   Mobile	
   phones	
   offer	
   a	
  
unique	
  opportunity	
  for	
  crea:ng	
  serendipity.	
  

Example	
  Mobslingers	
  

Physicality	
  

Here	
  I	
  am	
  using	
  the	
  concept	
  of	
  Physicality	
  to	
  describe	
  the	
  no:on	
  of	
  using	
  a	
  physical	
  
ar:fact	
  to	
  represent	
  your	
  par:cipa:on	
  in	
  a	
  digital	
  ac:vity.	
  

Examples	
  DS	
  BuKons,	
  Wii	
  BuKons,	
  3D	
  Glasses,	
  Gedda	
  Headz	
  




                                                                                                                                        8	
  
Whilst	
   I	
   have	
   discussed	
   many	
   aspects	
   of	
   sociability	
   both	
   in	
   and	
   out	
   of	
   gaming	
  
environments	
  I	
  am	
  conscious	
  that	
  as	
  yet	
  I	
   	
  have	
  not	
  offered	
  a	
  solu:on	
  so	
  here	
  its	
  is!	
  
Games	
  as	
  social	
  informa:on	
  appliances	
  capable	
  of	
  suppor:ng	
  or	
  genera:ng	
  memes	
  
which	
  can	
  be	
  harnessed	
  to	
  produce	
  social	
  change	
  

The	
   term	
  informa(on	
   appliance	
   (IA)	
   was	
   coined	
   by	
   Jef	
   Raskin	
   around	
   but	
   really	
   came	
  
to	
  the	
  fore	
  in	
  the	
  work	
  of	
  	
  Don	
  Norman	
  through	
  his	
  book	
  The	
  Invisible	
  Computer.	
  The	
  
book	
   relates	
   to	
   the	
   increasing	
   complexity	
   and	
   bad	
   usability	
   of	
   computers	
   and	
  
proposes	
   a	
   more	
   user	
   centred	
   design	
   approach	
   the	
   main	
   characteris:cs	
   of	
   IAs	
   should	
  
be:	
  

Simplicity:	
   The	
   complexity	
   of	
   the	
   appliance	
   is	
   the	
   task	
   not	
   the	
   tool.	
   The	
   technology	
   is	
  
invisible	
  
Versa:lity:	
   Appliances	
   are	
   designed	
   to	
   allow	
   and	
   encourage	
   novel,	
   crea:ve	
  
interac:on.	
  
Pleasurability:	
   Products	
   should	
   be	
   pleasurable,	
   fun,	
   and	
   enjoyable.	
   A	
   joy	
   to	
   use	
   a	
  
pleasure	
  to	
  own.	
  




                                                                                                                                                      9	
  
If	
   	
  rather	
  than	
  consider	
  games	
  as	
  isolated	
  services	
  where	
  we	
  must	
  supply	
  or	
  contain	
  
all	
  the	
  social	
  ac:vity	
  and	
  outcomes	
  within	
  the	
  constraints	
  of	
  the	
  game	
  world	
  or	
  games	
  
service	
  we	
  should	
  treat	
  them	
  as	
  social	
  informa:on	
  appliances	
  is	
  social	
  capital	
  which	
  
can	
  be	
  fed	
  into	
  exis:ng	
  social	
  networks	
  to	
  generates	
  memes.	
  

If	
  the	
  game	
  is	
  designed	
  cleverly	
  then	
  this	
  can	
  be	
  used	
  to	
  aid	
  social	
  change	
  

In	
   short	
   if	
   we	
   can	
   harness	
   the	
   :me	
   and	
   emo:on	
   of	
   people	
   playing	
   games	
   through	
  
mobile	
  and	
  feed	
  it	
  into	
  Tim	
  Burners-­‐Lees	
  primordial	
  internet	
  soup	
  they	
  maybe	
  we	
  can	
  
change	
  the	
  world!	
  




                                                                                                                                            10	
  
SCATTER!	
  




               11	
  

TEDxmanchester

  • 1.
    Whilst  Susan  Blackmore  provided  an  over  view  of  the  concepts  of  memes  my  aim  in   this   talk   is   is   to   consider   how   we   can   possibly   harness   the   poten:al   of   memes   to   change  society  rather  that  take  on  her  matrix  like  vision  whereby  we  all  take  the  red   pill.  My  proposi:on  is  we  do  this  by  linking  them  with  mobile  and  games   Why  Mobile?   Susan’s  view  of  the  us  becoming  Cyborg  is  already  here  we  are  already  augmented  by   our  mobile  phones.  There  are  currently  over  4  billion  phones  on  the  planet  and  whilst   four  babies  are  born  every  second  there  are  27  new  phones  manufactured   Why  games?   Although   the   economic   significance   games   has   been   acknowledged   many   of   discourses   which   s:ll   surround   them   rests   of   addic:on   and   violence   prevalent   in   certain  genres  whereas  games  have  always  embraced  a  wide  range  of  ac:vi:es  and     play  has  always  been  acknowledged  as  playing  a  significant  role  in  society.  Part  of  the   problem  appears  to  me  as  the  disassocia:on  of  games  and  play.   All   of   us   within   the   games   industry   must   bare   part   of   the   responsibility   for   this   as   we   have   failed   to   engage   effec:vely   in   these   debates   oJen   reveling   in   our   poli:cal   incorrectness  and  have  been  too  insular  and  failed  to  accept  a  broadening  of  games   and  in  some  cases  aKaching  such  ideas   To   this   end   I   have   decided   call   for   a   shiJ   in   the   paradigm   through   an   age   of   Pre-­‐ Raphaelite  gaming   1  
  • 2.
    Just   to   be     clear   I   was   thinking   of   the   Ar:s:c   Brotherhood   founded   in   1848   rather   than  some  veiled  reference  to  one  of  the  Teenage  Mutant  Ninja  Turtles.     Its  not  that  games  has  always  be  seen  as  separate  from  its  importance  was  realized   through  the  work  of  Huizinga  and  Callois  before  the  advent  of  computer  games.   Indeed   this   representa:on   of   the   mo:va:ons   within   a   Magic   circle   draws   directly   from  this  work.   The  Brotherhood's  early  doctrines  were  expressed  in  four  declara:ons:   1.  To  have  genuine  ideas  to  express;   2.  To  study  Nature  (LIFE)  aKen:vely,  so  as  to  know  how  to  express  them;   3.  To  sympathize  with  what  is  direct  and  serious  and  hear`elt  in  previous  art,  to  the   exclusion  of  what  is  conven:onal  and  self-­‐parodying  and  learned  by  rote;   4.   And,   most   indispensable   of   all,   to   produce   thoroughly   good   pictures   and   statues (GAMES)   These   doctrines   would   seem   a   good   place   to   start   if   we   are   to   allow   games   and   gaming  to  evolve  to  realize  their  full  poten:al   2  
  • 3.
    These  images  represent  examples  of  the  changing  face  of  gaming  and  each  provides   an  alterna:ve  to  the  cliqued  view  of  the  gamer  on  my  previous  slide.   Persuasive  Games  (Ian  Bogust)   Persuasive   games   influence   players   to   take   ac:on   through   game-­‐play.   Games   communicate  differently  than  other  media;  they  not  only  deliver  messages,  but  also   simulate   experiences   and   rather   than   beingjust   a   leisure   ac:vity,   games   can   also   become  powerful  rhetorical  tools.   Alternate  Reality  Games   An  alternate  reality  game  (ARG),  is  an  interac:ve  narra:ve  that  uses  the  real  world  as   a   pla`orm,   oJen   involving   mul:ple   media   and   game   elements,   to   tell   a   story   that   may  be  affected  by  par:cipants'  ideas  or  ac:ons.   Within  these  examples  I  have  purposefully  avoided  using  the  terms  ‘serious  games’  or   ‘meaningful   game’s   as   I   believe   these   terms   do   nothing   to   broaden   the   debate   and   generally  seem  to  silo  certain  genres  as  being  ‘worthy’  of  academic  study  whereas  I   believe   all   games   should   be   treated   seriously   including   the   likes   of   Call   of   Duty   or   Gears  of  War   3  
  • 4.
    Whilst  digital  social  networking  is  really  just  a  different  manifesta:on  of  old  behaviour   I   think   its   useful   in   rela:on   my   proposal   to   consider   it   in   terms   of   Social   Capital,   Grooming  and  Gossip   Although   discussions   of   social   capital   are   complex   and   many   defini:ons   exist   here   I   would   simply   describe   it   as   the   resources   accumulated   through   the   rela/onships   among  people.   Researchers   oJen   divide   social   capital   into   between   bridging   and   bonding   social   capital.   The   former   is   linked   "weak   :es,"   which   are   loose   connec:ons   between   individuals   who   may   provide   useful   informa:on   or   new   perspec:ves   for   one   another.   Alterna:vely,   bonding   social   capital   is   found   between   individuals   in   :ghtly-­‐knit,   emo:onally  close  rela:onships,  such  as  family  and  close  friends.     Grooming  and  Gossip  I  would  argue  go  hand  in  hand  with  these  online  rela:onships.   In   social   animals   such   as   humans   social   grooming   is   an   ac:vity   in   which   individuals   in   a   group   clean   or   maintain   each   other's   body   or   appearance.   We   seen   similar   social   ac:vi:es   in   online.   Gossip   is   not   a   trivial   pas:me:   it   is   essen:al   to   human   social,   psychological   and   even   physical   well-­‐being   and   is   oJen   regarded   as   form   of   social   grooming.   4  
  • 5.
    Mobile  phones  are  already  a  great  social  device  and  to  get  the  best  out  of  them  for   games  we  must  exploit  the  uniquely  mobile  experience   Ambient  Play   Ambient   play   can   be   considered   as   games   whereby   players   can   act   asynchronously   stepping  in  and  out  of  the  magic  circle  to  engage  in  other  ac:vi:es  without  detriment   to  the  game  itself.   Example  TxtBook   Emergence   An   emergent   behavior   or   emergent   property   can   appear   when   a   number   of   simple   en::es   (agents)   operate   in   an   environment,   forming   more   complex   behaviors   as   a   collec:ve.  If  emergence  happens  over  disparate  size  scales,  then  the  reason  is  usually   a  causal  rela:on  across  different  scales.   Example  Four  in  a  Row   5  
  • 6.
    Playces   The  big   advantage   with   mobile   is   that   players   we   can   define   new   magic   circles   in   allsorts  of  loca:ons  or  what  my  friend  and  game  designer  Steffen  Walz  calls  playces   Examples  FAM,  PAC-­‐LAN  Tilt  Racer   Intamacy   The  power  of  physical  intamcy  I  would  link  back  to  the  phsycal  grooming  previously   discused   and   whilst   mobile   may   not   immediately   appear   to     support   such   ac:vity     NFC    could  change  this.   Example  Pass  the  Bomb   6  
  • 7.
    Collec:ve  Intelligence   Collec:ve   intelligence   is   a   shared   or   group   intelligence   that   emerges   from   the   collabora:on  and  compe::on  of  many  individuals.  Collec:ve  intelligence  appears  in  a   wide  variety  of  forms  of  consensus  decision  making  in  bacteria,  animals,  humans,  and   computer  networks.  As  yet  we  haven't  seen  a  good  example  of  this  on  mobile  but  one   can   imagine   TwiKer   could   be   u:lized   to   create   such   a   phenomenon   if   carefully   designed  to  allow  asynchronous  play.   LOLAPPs  and  NANO   LOLAPPS   are   what   I   would   consider   as   an   evolved   form   of   the   internet   LOLCAT   whereby  people  dressed  their  cats  up  in  strange  costumes  and  took  pictures  of  them.   They  main  purpose  would  be  to  make  you  LOL  or  smile  and  are  generally  very  short   lived   pieces   of   entertainment   or   NANOFUN.   The   Apple   App   store   is   heavily   propagated   by   such   applica:ons   which   judging   by   the   volume   seem   to   be   the   most   popular.   7  
  • 8.
    Serendipity   Serendipity  is   the   effect   by   which   one   accidentally   discovers   something   fortunate,   especially   while   looking   for   something   en:rely   unrelated.   Mobile   phones   offer   a   unique  opportunity  for  crea:ng  serendipity.   Example  Mobslingers   Physicality   Here  I  am  using  the  concept  of  Physicality  to  describe  the  no:on  of  using  a  physical   ar:fact  to  represent  your  par:cipa:on  in  a  digital  ac:vity.   Examples  DS  BuKons,  Wii  BuKons,  3D  Glasses,  Gedda  Headz   8  
  • 9.
    Whilst   I   have   discussed   many   aspects   of   sociability   both   in   and   out   of   gaming   environments  I  am  conscious  that  as  yet  I    have  not  offered  a  solu:on  so  here  its  is!   Games  as  social  informa:on  appliances  capable  of  suppor:ng  or  genera:ng  memes   which  can  be  harnessed  to  produce  social  change   The   term  informa(on   appliance   (IA)   was   coined   by   Jef   Raskin   around   but   really   came   to  the  fore  in  the  work  of    Don  Norman  through  his  book  The  Invisible  Computer.  The   book   relates   to   the   increasing   complexity   and   bad   usability   of   computers   and   proposes   a   more   user   centred   design   approach   the   main   characteris:cs   of   IAs   should   be:   Simplicity:   The   complexity   of   the   appliance   is   the   task   not   the   tool.   The   technology   is   invisible   Versa:lity:   Appliances   are   designed   to   allow   and   encourage   novel,   crea:ve   interac:on.   Pleasurability:   Products   should   be   pleasurable,   fun,   and   enjoyable.   A   joy   to   use   a   pleasure  to  own.   9  
  • 10.
    If    rather  than  consider  games  as  isolated  services  where  we  must  supply  or  contain   all  the  social  ac:vity  and  outcomes  within  the  constraints  of  the  game  world  or  games   service  we  should  treat  them  as  social  informa:on  appliances  is  social  capital  which   can  be  fed  into  exis:ng  social  networks  to  generates  memes.   If  the  game  is  designed  cleverly  then  this  can  be  used  to  aid  social  change   In   short   if   we   can   harness   the   :me   and   emo:on   of   people   playing   games   through   mobile  and  feed  it  into  Tim  Burners-­‐Lees  primordial  internet  soup  they  maybe  we  can   change  the  world!   10  
  • 11.