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Pervasive and
      Environmental
       Game Design
        Workshop


              Jeff Watson
            @remotedevice
        http://remotedevice.net
USC Game Innovation Lab / OCAD University
           October 19th, 2012
Stirring $#!* Up
      With Games!




              Jeff Watson
            @remotedevice
        http://remotedevice.net
USC Game Innovation Lab / OCAD University
           October 19th, 2012
Workshop Objective

  In less than 30 minutes, make a game that will
transform the conference environment, using only
               what is in this room…
Context: Transforming
 Urban Environments
Georges-Eugène Haussmann
Urban Planner

Boulevards of Paris,
“Haussmannization”

1860s, 1870s
L’embellissement   gique.
Situationist International
Revolutionary Group

Psychogeography, the
construction of “Situations”

Guy Debord, Constant
Nieuwenhuys, Rauol
Vaneigem, et al.

c. 1957 - 1972
“[Only] play can
  deconsecrate, open up
 the possibilities of total
     freedom . . . the
freedom, for example, to
 turn Chartres Cathedral
   into a fun-fair, into a
     labyrinth, into a
  shooting-range, into a
    dream landscape.”

 Raoul Vaneigem, quoted
in Plant, The Most Radical
       Gesture, 129.
Theory of the Dérive
 Guy Debord, 1958.
Drift Deck: contemporary dérive practice.
      Near Future Laboratory, 2010.
Dramaturgy of the Local
                          Action, not Simulation
 Environmental Game
                          The Social is the Medium
Design: Four Principles
                          Optimize for Agency
Dramaturgy of the Local
The impact of an environmental game is directly
proportional to the degree to which the game is
sensitive to local conditions. The mandates and
design strategies underlying any environmental game
must thus be derived from a careful analysis of the
target environment. While environmental games may
or may not be “high tech,” they must always be “high
touch.”
Erving Goffman
Sociologist

Dramaturgical Analysis

The Presentation of Self in
Everyday Life (1959)
Action, Not Simulation
Action, not simulation: Environmental games are not
only calls to action. Rather, they are substantially the
action itself, articulated through the procedures of
play as they are manifested in the lived environment.
Reality Ends Here (2011-present)
Impact mandates: collaboration, peer discovery, media experimentation
  Game actions: collaboration, peer discovery, media experimentation
Macon Money (2010)
Impact mandates: build personal connections, support local business
  Game actions: build personal connections, support local business
Optimize for Agency
Leverage motivation, optimize for agency:
Environmental games activate player agency and
create new social and learning motivations by
providing channels for the expression of existing
motivations.
All of us have desires, all at
least who have not become
so pathological that they are
completely apathetic. These
desires are the ultimate
moving springs of action.

John Dewey
Experience & Education
The Social is the Medium
Learning, community-building, and environmental
transformation are inherently social operations. The
primary “medium” of the environmental game is thus
the network of social relations, both potential and
real, that exists among its players. In many
contemporary environments, this network exists in
both physical and digital spaces.
Workshop Objective

  In less than 30 minutes, make a game that will
transform the conference environment, using only
               what is in this room…
Methodology

•   Analyze the space – what’s working, what isn’t, what’s possible, what’s not.
•   Identify mandate – what do you want to happen that isn’t happening
    already/enough?
•   Identify core action of game – focus on action, not simulation. Does the
    play of your game directly bring about the kinds of things you want to make
    happen? Or does it just call for those things?
•   Develop a playable prototype – use what’s available what can be done,
    rather than what might be done “if” or “when.”


•   Optimize for agency – how does your game leverage your players’ existing
    motivations?
•   The social is the medium – all lived environments are social environments.
    How does your game impact and spread through the social lives of your
    players?
Thank you!

Jeff Watson
@remotedevice
USC Game Innovation Lab / OCAD University

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Pervasive and Environmental Game Design Workshop

  • 1. Pervasive and Environmental Game Design Workshop Jeff Watson @remotedevice http://remotedevice.net USC Game Innovation Lab / OCAD University October 19th, 2012
  • 2. Stirring $#!* Up With Games! Jeff Watson @remotedevice http://remotedevice.net USC Game Innovation Lab / OCAD University October 19th, 2012
  • 3. Workshop Objective In less than 30 minutes, make a game that will transform the conference environment, using only what is in this room…
  • 5. Georges-Eugène Haussmann Urban Planner Boulevards of Paris, “Haussmannization” 1860s, 1870s
  • 7.
  • 8.
  • 9.
  • 10. Situationist International Revolutionary Group Psychogeography, the construction of “Situations” Guy Debord, Constant Nieuwenhuys, Rauol Vaneigem, et al. c. 1957 - 1972
  • 11.
  • 12. “[Only] play can deconsecrate, open up the possibilities of total freedom . . . the freedom, for example, to turn Chartres Cathedral into a fun-fair, into a labyrinth, into a shooting-range, into a dream landscape.” Raoul Vaneigem, quoted in Plant, The Most Radical Gesture, 129.
  • 13.
  • 14. Theory of the Dérive Guy Debord, 1958.
  • 15. Drift Deck: contemporary dérive practice. Near Future Laboratory, 2010.
  • 16. Dramaturgy of the Local Action, not Simulation Environmental Game The Social is the Medium Design: Four Principles Optimize for Agency
  • 17. Dramaturgy of the Local The impact of an environmental game is directly proportional to the degree to which the game is sensitive to local conditions. The mandates and design strategies underlying any environmental game must thus be derived from a careful analysis of the target environment. While environmental games may or may not be “high tech,” they must always be “high touch.”
  • 18. Erving Goffman Sociologist Dramaturgical Analysis The Presentation of Self in Everyday Life (1959)
  • 19.
  • 20. Action, Not Simulation Action, not simulation: Environmental games are not only calls to action. Rather, they are substantially the action itself, articulated through the procedures of play as they are manifested in the lived environment.
  • 21. Reality Ends Here (2011-present) Impact mandates: collaboration, peer discovery, media experimentation Game actions: collaboration, peer discovery, media experimentation
  • 22. Macon Money (2010) Impact mandates: build personal connections, support local business Game actions: build personal connections, support local business
  • 23. Optimize for Agency Leverage motivation, optimize for agency: Environmental games activate player agency and create new social and learning motivations by providing channels for the expression of existing motivations.
  • 24. All of us have desires, all at least who have not become so pathological that they are completely apathetic. These desires are the ultimate moving springs of action. John Dewey Experience & Education
  • 25. The Social is the Medium Learning, community-building, and environmental transformation are inherently social operations. The primary “medium” of the environmental game is thus the network of social relations, both potential and real, that exists among its players. In many contemporary environments, this network exists in both physical and digital spaces.
  • 26.
  • 27. Workshop Objective In less than 30 minutes, make a game that will transform the conference environment, using only what is in this room…
  • 28. Methodology • Analyze the space – what’s working, what isn’t, what’s possible, what’s not. • Identify mandate – what do you want to happen that isn’t happening already/enough? • Identify core action of game – focus on action, not simulation. Does the play of your game directly bring about the kinds of things you want to make happen? Or does it just call for those things? • Develop a playable prototype – use what’s available what can be done, rather than what might be done “if” or “when.” • Optimize for agency – how does your game leverage your players’ existing motivations? • The social is the medium – all lived environments are social environments. How does your game impact and spread through the social lives of your players?
  • 29. Thank you! Jeff Watson @remotedevice USC Game Innovation Lab / OCAD University