Pervasive real-world games
Just attended this lecture by Jane McGonigal (UC Berkeley and San Francisco Art Institute). About her work on designing pervasive real-world games. Some links and notes:
Pervasive real-world gaming: physical, real space and real people.
- The Go Game
- I love bees, pervasive real-life game involving telephone booths and missions. As an extension of a computer game called Halo2.
- Flashmobs, getting individuals together in public places to instantly act out a given thing and perspirate after 10 minutes.
- Tombstond Hold 'em, using graveyards as poker tables. As an extension to Playstation's 'Gun' game.
- Ministry of Reshelving, reshelving Orwell's '1984' from the 'Fiction' section to 'Current Affairs' or 'American History' as a political comment.
- Monochrom art group: Massively multiplayer thumbwrestling.
- New Games Movement (Andrew Fluegelman founder 1970)
"Pronoia" (vs. paranoia) in pervasive games: assuming that everyone is in the game and that everyone will you help or will give positive feedback in order to progress the game. This leads the players to think that everyone and everything is included in the game and will create an intenser gaming experience.
Jane: Puppet mastered pervasive gaming is the practice of actively creating and performing new metaphors for collective experience in real life.
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