Educating Creative Technologists at Shepton Mallet
Posted: November 30, 2010 | Author: Dan | Filed under: presentations, teaching | Tags: creative technologist, creativity, CT, DCRC, education, shepton mallet, slider, technology | Leave a comment »Last Sunday I had the pleasure of talking at the Shepton Mallet Digital Arts festival. I’ve uploaded the slides for the sake of just getting them live. I’ll have to get back around to writing it up, but that might not happen now for a couple of weeks.
Though in place of having to write it up, I’m more than happy to visit anyone and rant on about teaching creative technology.
Hipsters and Big Games
Posted: November 5, 2010 | Author: Dan | Filed under: playing with reality, presentations | Tags: ARG, big games, DCRC, hipsters, locative games, pervasive games, PMStudio, slider, talk | Leave a comment »Slides of my talk today on pervasive gaming ethnography. A bit of history and explanation, but mostly an exploration of current practice in gaming festivals this year. To contextualise it, this is a piece of cultural studies influenced field work looking into the aesthetic, cultural and social context of big/urban/street games.
You can see the notes on slideshare, but they are hard to find. Without the notes it probably doesn’t make a lot of sense. The blank pages also had some video excerpts that are quite vital in telling the story, but due to size and a need to not widely publicise the identity of the players, I’ve left them out.
Bodies, Rhythms and Digital Games
Posted: October 21, 2010 | Author: Dan | Filed under: playing with reality, presentations | Tags: game studies, games, Lefebvre, pervasive games, PhD, philosophy, rhythm, rhythmanalysis, slider, talk | Leave a comment »This talk covers Henri Lefebrve’s rhythmanalysis technique and discuss how it may be applied to digital, non-digital and pervasive games. As well as his methodology, his work on bodies, gestures, traffic, exchanges and daily rhythms all bring insights to the practice of game playing.
Rhythmanalysis, in its original formulation, can be used to describe the way games fit into society and the larger patterns of how play fits into everyday life. It is also well suited to explore the lower level detail of gameplay itself in a physical and embodied manner. Because of this it gives a tool that can describe gaming from the second to second button-mashing dance of gameplay, though game structures, to play sessions and ultimately how games fit into the wider, cultural and societal cycles of our lives.
Many discussions of gaming describe it as a break in the everyday or an escape into an alternate world of fantasy and the virtual spaces of digital games make this separation appear more stark. However the fundamentally physical, repetitive and rhythmic characteristics of games are intrinsically a reflection of their quotidian nature. Exploring the interactive eurhythmia that games create through the specific linear and cyclic rhythms of gameplay opens up these cybernetic texts to a physical and embodied analysis. It provides a way to understand certain game patterns in ways that narrative and ludological approaches cannot.
The Art of Surveillance in Pervasive Gaming
Posted: October 20, 2010 | Author: Dan | Filed under: playing with reality, presentations | Tags: attention economy, conference, DCRC, patn10, pervasive games, PhD, presentation, prezi, slider, surveillance | Leave a comment »Here’s the presentation from the Paying Attention Conference back in September. Sam Kinsley live-blogged the conference and has a short summary summary of the talk itself. I intend on developing some of this and it will eventually mutate into a more complete paper, as well as probably a section of the PhD.
It is much better to look at it full size on the prezi site.
Dixon says he is toying with the concept of the art of surveillance in relation to pervasive gaming as an aesthetic of surveillance within pervasive gaming. Dixon describes pervasive games as NOT computer games, they mix the game world with the physical world, and they expand the social, temporal and spatial. There are ways in which established forms of limit are pushed against, not least in the uncertainties that come from not knowing when a game may finish, who are players and other questions. There are, according to Dixon ‘genres’ of pervasive games:
locative games
alternate reality games
Big games – in which the technology is taken out
urban/ smart/ street gamesOne of the things that pervasive games do is play within contemporary technicities of pervasive computing. They have underlying models such as puzzle quests, treasure hunts etc. Dixon gives the example of a game called ‘momentum’. What comes out of looking at these games are some general themes and motifs and common practices and techniques. In many cases, pervasive games are played out either as a ghost stories or conspiracy theories. Within these, associated visual vernaculars are employed to provide an aesthetic language via which we can be familiar with the game message/play. Dixon illustrates the point by drawing upon the game ‘Conspiracy for Good’.
In terms of the tools employed, Dixon argues that many of the technologies employed in the playing of pervasive games are derived from military pruposes, such as GPS, QR codes and cameras. Many kinds of surveillance practices employed in these games are derived from the forms of tool being used. These can be split into two types – 20th century practices, such as control rooms, i.e. through Blast Theory’s ‘Day of the Figurines’, the figure of a ‘secret police’ – with a cohort of people who are out of sight yet watching you, and the logging of your activities in-game. New, or 21st century, surveillance themes are, according to Dixon: self-reporting, for example in systems such as Foursquare whereby users voluntarily report their location, crowd-sourced observation, which rely on many people coordinating themselves, artificial identity construction, and ‘dataveillance’, by tracking large quantities of personal data.
Finally, Dixon concludes with some observations: pervasive games employ both tools and practices that carry cultural significances. One of the most interesting things for Dixon is a switching from paranoia to ‘pronoia’ the flip from surveillance being ‘evil’ to it being helpful or fun. There is a sense in which a ‘trust in the system’ is encouraged through pervasive games which Dixon argues mirrors the ways in which we ‘trust’ companies such as Google with personal data. For Dixon, these games sit unevenly between art, experience and experiment. He argues that there needs to be more critical reflection on how we situate the cultural significance on pervasive games.