The talk’s title refers to alchemists’ quest to turn lead into gold, which sometimes feels similar to what we’re trying to do with pervasive games in public urban places.1 To summarize: I start by talking about the fact that games are essentially useless, and that this means applied game design should look for useful results in second order effects. I argue that the contribution of urban games lies primarily in the increased diversity of use of our streets, which is a good thing in itself. I talk about the care designers need to take with the games they deploy, since not everyone is looking to play and we should respect that. Playing games is a voluntary thing by definition. Towards the end I go into different strategies for using games to increase systemic awareness using several games as examples. I wrap up with a look at reward systems we commonly find in games like Foursquare, which now serves as templates for a lot of work in this area. I feel that this leads people away from what game design is about in the first place: creating interesting activities.
Kars Alfrink is an Independent interaction and game designer. Interests include cities, physical & social interactions and play. Hubbub, This happened – Utrecht.
PDF-Folie zum Vortrag, Programm und Impressionen zur Konferenz „Raum Schiff Erde“ vom Februar 2010 - eine Hamburger Un-Konferenz für Digitales, Interaction-Design und Internet
Raum Schiff Erde
Unter dem Titel „Raum Schiff Erde“ findet seit 2010 jährlich eine Hamburger Un-Konferenz für Digitales, Interaction-Design und Internet statt. Das Themenspektrum der Vorträge reichte dabei von digitaler Fingerkunst, der möglichen und unmöglichen Selbstdarstellung von Musikern in sozialen Netzwerken, über neue Ansätze des Internet-basierten Fernsehens (IPTV), bis hin zu Beispielen spielerischen Verhaltens von Menschen in Städten sowie ökonomischen und ökologischen Betrachtungen über unseren Planeten im digitalen Zeitalter.
Website zur Veranstaltung: www.raumschiffer.de