From birth we orient to other people, and as we develop we acquire abilities for interacting with one another ranging from expression and gesture through spoken and written language. Social Computing “ Humans are fundamentally social creatures. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” (Mark Weiser) Ubiquitous Computing “ The most profound technologies are those that disappear. If only wealthy advertisers have access to our visual environment, then freedom of speech suffers in our city.” (Toronto Public Space Committee) While some see the streets as an untapped source of advertising revenue we see protected public spaces as a fundamental pillar of a healthy democracy. Public Space Activism “ We are dedicated to protecting our shared common spaces from commercial influence and privatisation. Participatory Culture “ Scrap the focus groups, fire the cool chasers, and hire your audience.” Alex Wipperfurth Ĭollective Intelligence The network will “mobilize and coordinate the intelligence, experience, skills, wisdom, and imagination of humanity.” (Pierre Levy) Where members feel some degree of social connection with one another Where members believe that their contributions matter 5. With strong support for creating and sharing 3. Participatory Culture More than half of all teens are media creators (Pew) This is a culture: (Henry Jenkins, ) 1. Trends Cross-media Participation Culture Collective Intelligence Public Space Activism Ubiquitous Computing Social Computing Ĭross-Media (Gary Hayes) “bathing the audience in a sea of your original inextricably linked content across continents of devices, letting them find their own path to live their own story” 1.0 - Pushed 2.0 - Extras 3.0 - Bridges 4.0 - Experiences Why is this so important? Immersion Games for multitaskers Social capital (x2) Massively scaled collaboration True call-to-action The old becomes news Pervasive Play Low production barrier Low entry barrier Dynamic Flexible Interesting Numbers Tie-Ins / Marketing Art of the Heist: 45mil impressions The Beast: 1mil players I Love Bees: 2mil players Independent Chasing the Wish: 3k players MetaCortechs: 12k players Perplex City: 40k players The Spectrum of Pervasive Gaming cyberspace in-between meatspace also: Pervasive Gaming Break / problematize the “magic circle” Spatial Temporal Social Simpler: “The world is the platform.” Players come across puzzles hidden in the site, leading to more messages Players are lead to payphones across US Over 12 weeks thousands of players congregate at phones to hear story fragments, talk to an AI, and perform missions Ī Question What’s the difference between a game and “real life”?
Pervasive games code#
Ī Story Margaret’s Honey website gets “hacked” Interested visitors talk to Dana, the webmaster, about what’s going on Visitors find garbled “mayday” messages, fragments of a story in embedded code and corrupted images Ongoing blog/email contact with Dana, mysterious artificial intelligences deepen mystery Ī Story, Cont.
Pervasive Games Deploying Digital Content into Everyday Life for Play, Participation and Profit David Fono Founder, Giant Dice