... in larps, treasure hunts, and assassination games, the collective story is often produced throughsome kind of de-brief, where players narrativize game experiences together.
... an interesting option for mirror world games is to let adaptronic input affect the game world.
|playful mindset||serious mindset|
|playful context||classic play||instrumental play|
|ordinary context||pervasive play||ordinary life|
the enculturation of digital information and communication technologies has just started, and within the emerging practices like those of pervasive gaming we might just be seeing the first steps of a new culture being created through the human use of those new tools rather than humans just blindly accepting the uses these technologies impose on them.
... games of emergence can introduce story elements that are neither complete nor coherent, as long as they allow for interesting gameplay!
spatial expansion is a natural way of creating exercise games.
... many people consider exercise as a boring activity, with goals set into the distant future. By enhancing the exercise with the continous microgoals and rewards that are typical of gaming, the activity can be made immediately rewarding.
..., like PacManhattan, ..., these games are less interested in the novelty of emerging technology and more interested in exploring the creative possibilities of sculpting new experiences within the urban environment.
|playful context||classic play||big-brother||instrumental|
|ordinary context||pervasive||spin doctors||ordinary life|
even though ... most games are played for entertainment, and enjoyment, the purposes of games and play include everything from pleasure to learning, and from artistic expression to societal exploration.
pervasive games are tied to (new) media culture ...
... major shift in how the struggle for public space, the blurring of fact and fiction, and the rise of ludus are changing the way we perceive the world. ... technology as a design tool, adaptronics,
see also ludocity.org/wiki/Main_Page
... one of the side-effects of urbanization was the beginning of identity play,
since the high urban population density granted inhabitants a certain level of anonymity.
... the imagination is a strong muscle, and as long as that muscle is willing to work, a total and present 360 degree environment is not strictly mecessary.
... talking about games versus ordinary life is problematic, as for many of us gaming is an everyday activity that plays a central role in ordinary life.
... spatially expanded games use technology to trace player locations and movements or to create a virtual overlay infusing a magical interpretation of the real world.
... the resulting interactions can be seen as secretive, expressive, magical, or suspenseful, ...
... this strongly influences what kind of invitations the game offers!
... foster the play of collective storytelling, ..., players may collectively recount the same story over and over again, and the fun is in the re-enactment.
... reality is what you can get away with ...
... the danger in character-centric role-play in a story-driven game is that some players may spend their time immersing into the character persona, rather than actually attending the story.
if ... consensual power exchange is extended to ordinary life, this kind of (sexual) play becomes pervasive play, moving beyond encounters.
simulacrum = a mediated acquaintance that only exists as media images.
... the simulacra are now reaching for a new level of (un)reality through interactivity.
... there is already a history of alternative forms of travel in cityscapes from skateboarding and rollerskating to trainsurfing and parkour.
these forms are playful, athletic and performative. the efficiency of moving from one place to another is not at the forefront!
... virtual life, both single and multiplayer, (may) offer a substitute for perpetual youthfulness.