robertogreco + arg   202

Brave Sparrow – Buried Without Ceremony
"You’re a sparrow, brave and terrified. Brave Sparrow is an alternate reality experience, a game for one, a journey toward recovering your wings."

[game: ]
games  toplay  arg  birds  sparrows 
january 2018 by robertogreco
Stories You Can Win: Margaret Robertson for the Future of StoryTelling 2012 on Vimeo
"Games have always needed stories, says celebrated game designer Margaret Robertson. For many, the first ever videogame was 1962's Space War. It couldn't have been simpler to look at: startlingly abstract wireframes only. Space War could hardly be a smaller story, but it allowed players to make sense of the abstract shapes, of the strange new interaction unfolding before them. And from that point on, games have consistently chased a richer relationship with stories. Technology has always made that hard, though. There were great stories in early games, but ones that you had to sip through the thinnest of straws. Everything we take for granted in other mediums of storytelling was brutally rationed in early gaming.

But now we've beaten those constraints. Modern games have scripts tens of thousands of pages long. They record tens of thousands of lines of dialogue and display perfectly lifelike facial expressions and body movement. Natural language conversations are becoming possible with artificial characters. Some game developers even consider that the artificial creations they make can be meaningfully said to be alive. So does that mean we've cracked story? Not quite. Story is hard. Story is fragile. Story is expensive. Players chew through it fast, and expect it to be endlessly responsive to their actions. Writing one good straight story is hard enough at the best of times. Producing one that's expected to last twenty times as long as most feature films and have a hundred credible endings is next to impossible.

So how do we fix that problem? We fix it by letting games work their own particular magic. Games are engines for making stories. Their rule sets and objectives are mechanisms that engender the things that drive stories—courage, failure, shame, greed, sacrifice, surprise—and gives them context and structure. If you build a captivating world and give players interesting rules, then they'll tell a thousand stories for you. And we fix it by letting games go free range. Whereas you needed to gather round a monolithic PDP-1 to play Space War, now most of us carry one computer in our pocket and another in our backpack. Games are leaking out on to our streets and our parks and our campuses and our beaches, and there is enormous potential to use those environments to tell new kinds of stories. This is what excites Robertson the most as a game designer: being able to give players a stage from which they can start to tell their own stories."
games  videogames  storytelling  2012  gaming  history  margaretrobinson  technology  cyoa  passage  jasonrohrer  spacewar  augmentedreality  play  arg  srg  if  interactivefiction  ar 
september 2014 by robertogreco
RGB-LED Lesson 2 (Scratch GPIO) – Getting Started | Meltwater's Raspberry Pi Hardware
"Since Scratch comes pre-installed on the recommended Raspberry Pi distribution (Raspbian “wheezy”), that part is available as soon as you start your Raspbian desktop.

Normally, Scratch’s powers of control extend only to the screen and speakers attached to the Raspberry Pi, and usually actions are directed by the program flow or by external inputs such as the keyboard and mouse.

However, Raspberry Pi blogger “SimpleSi” ( has produced a plug-in to allow Scratch to talk to the GPIO pins on the Raspberry Pi too.  This allows Scratch to control “real things” and to respond to the “real environment”, which literally opens up a whole new world of possibilities."
scracth  raspberrypi  projectideas  edg  arg 
october 2013 by robertogreco
The tyranny of digital advertising — I.M.H.O. — Medium
"Let's be clear: big businesses have grown up around the availability and theory of mass media and buying attention. Any big client older than15 years old will have grown up with the reassuring ability of tv and print advertising to reach mass audiences. Those were methods of advertising predicated on guaranteed access to peoples’ attention through interruptions in mass media.

And thus the marketing and business plans and briefs for those companies assume that you market your product or service by delivering a message to a stupendously large number of people in a short amount of time.

The Product is the Service is the Marketing

At roughly the same time as my two year anniversary in advertising land, Russell Davies recently wrote up a storm explaining what the UK’s Government Digital Service does and what GOV.UK is for.

Simply, their job is to save money by making the digital provision of government services so good that the public prefers to use them.

One of the points that Russell makes in his post is that, in their case, the product is the service is the marketing: the product (a government service) is the service (the delivery and usage of that service) is the marketing (the clear communication to the target audience of the benefits of that service). The tying together of those three different items - product, service, marketing, and how GDS have achieved that aim, has implications as to why good integrated (and so digital) advertising is so difficult to achieve."

"Anything but display advertising
But then there's the whole other, other side to interactive advertising that isn't confined to formats defined by media agencies and associations. And I might be biased, but they seem way more interesting than display advertising.

Here's some examples:"

"There is a shift at the heart of this. There are new brands out there - Kickstarter, Etsy and Amazon come to mind - that got big and profitable without conventional advertising. They’re also brands built in a world reliant upon the network. They do not need advertising, at least, they don’t need advertising the way your mother’s fast moving consumer goods company needed it. Their products are services, and the way their services behave are their own marketing. Google’s own Dear Sophie and Parisian Love adverts are critically acclaimed examples of advertising letting products and services speak for themselves.

So what does an advertising agency do for them?"
danhon  advertising  digital  2013  experience  russelldavies  marketing  service  product  kickstarter  etsy  amazon  nike  nikefuelband  fuelband  ilovebees  jay-zdecoded  arg  oldspice  attention  chrysler  television  tv  wieden+kennedy 
july 2013 by robertogreco
Games + Learning + Society
"Digital media are changing the way we think, learn, and interact – with important implications for our lives. Interactive media environments – also known as videogames – are at the forefront of this push toward a participatory culture. They let us relive historical eras, manage our favorite sports teams, or even lead organizations in virtual worlds consisting of hundreds of real people from around the world. We’re here to give digital media a little bump.

Games+Learning+Society (GLS) is a group of videogame scholars and designers dedicated to doing more in these media environments. With our friends and partners in the Wisconsin Institute for Discovery and Learning Games Network, GLS delves into how videogames capture our imaginations, how their power can be used to transform learning, and what this engaging medium means for society. Combining faculty, students, and academic staff from the Digital Media program in Curriculum & Instruction with industry-tested game designers, we’ve discovered that well-designed, compelling games can improve learning outcomes and make education fun.

How do we know that? Our work has us going down three main paths. First, we study game-centered learning systems, from games that teach high school biology to afterschool programs that leverages commercial games toward improved academic literacy. Second, we design and develop videogames that build upon the latest research in learning science, neuroscience, and cognitive psychology, such as Virulent, which teaches virological concepts through intense, strategical play. Finally, we reach out to learners and academics through our PlaySquads and our yearly conference to ensure that what we’ve learned becomes public knowledge for greater good.

At GLS, we want nothing more than to change how people learn for the better – both in and out of schools. Across all our activities, our goal is not to just swap textbooks with videogames but to enable learners to become competent, creative problem solvers. We want people to engage the world in meaningful social practices and to grow into experts in domains they’re passionate about. Media environments like videogames can help people become brilliant, compassionate and driven."
arg  education  games  gaming  videogames  learning  informallearning  society 
may 2013 by robertogreco
Inside The Silent History | Contents Magazine
"Horowitz has created a book-app chimera with the weight and flow of a good novel and the open-ended world-making potential of a collaborative game."

the first element was that I wanted to create a novel that you could somehow explore…system of field reporters…varied voice a strength…settled on the oral history format…

a Monday entry should feel different than a Friday

Semi-rational reverse-necessitation is probably a repeated theme throughout this project, I guess, and maybe also in everything else I do…

…the project is full of semi-comprehensible little resonances like that. I mean, it’s a lengthy book about the failures of language. It’s an oral history about people who can’t talk. It’s a digital book that is dependent upon engagement with the physical world. Etc. …

But the world is messy—these field reports only really exist via a weird combination of text, reader, and physical environment, far beyond anything we can hope to control. But I guess that’s what makes it exciting."
arg  gaming  games  location-based  interactivity  voices  collaboration  contentmagazine  fiction  oralhistory  fieldreporting  reverse-necessitation  messiness  edg  srg  interviews  storytelling  thesilenthistory  2012  elihorowitz  erinkissane  suddenoak  from delicious
october 2012 by robertogreco
Playmakers on Vimeo
"playmakers, a 35 minute documentary, is the culmination of a six month project following the progress of Hide&Seek; game designers Alex Fleetwood and Holly Gramazio through the development of a new game. The documentary was filmed over the first 6 months of 2009 and premiered at the Sheffield Documentary festival. Playmakers will be available to download and view on the 5th of May 2010.

Over the last 50 years play has become an increasingly private activity. Now it is bursting back onto our streets. playmakers explores the emerging area of pervasive games it examines the implications of reclaiming play into the public domain and shows the possibilities offered by new technologies.

Playmakers investigates four main themes:

Part 1: Play…

Part 2: Public space…

Part 3: Technology…

Part 4: Theatre/art…"

[See also: ]
blasttheory  simonevans  quentinstevens  paulinabozek  duncanspeakman  mattadams  simonjohnson  clarereddington  jackcase  thomasbrock  hollygramazio  alexfleetwood  hide&seek  art  theater  urbanplay  urbangames  parkour  social  urbanism  urban  legal  law  publicspace  fun  ubiquitousconnectivity  ubicomp  geolocation  geocaching  socialgames  gaming  via:chrisberthelsen  playmakers  play  games  rules  arg  pervasivegames  pervasive  2010  howardrheingold  michaelwesch  hide&seek;  from delicious
february 2012 by robertogreco
The Sims designer creating new game for real life | Reuters
"I’ve had a couple of experiences where I realized that I’m surrounded by opportunities in life that I’m not aware of…I realized that we could build a system — if we had a situational awareness about you, about who you are, where you are, what time of day it is, how much money is in your pocket, what’s the weather like, what your interests are, etc. — that could make your life much more interesting.

If we had that much situational awareness about you and at the same time we were building this very high-level map of the world…all sorts of things like historical footnotes & people you might want to meet. I started thinking about games that we can build that would allow us to triangulate you in that space and build that deep situational awareness. There will be all types of games, but the key will be focusing the experiences, including multiplayer, within the real world and away from the fictional world that games currently invest in."
play  situationalawareness  context  awareness  situationist  situated  arg  gaming  2012  hivemind  games  willwright  from delicious
january 2012 by robertogreco
Post by Robin Sloan: Thursday question 001: What's the future of offline role-playing games?
"had a fun Twitter back-and-forth…about Dungeons & Dragons…made me think about a few things:

* Board games like HeroQuest, which offered a sort of stripped-down D&D experience, played across a reconfigurable plastic-and-cardboard labyrinth.

* The fact that my friend +Robert Lavolette seems to enjoy the sourcebooks (detailing various monsters, locales, & lost civilizations) more than the games themselves.

* +Matt Penniman's love of new-school indie RPGs, many of which sport radically reduced rule sets—you can play some w/ just index cards.

So: What's the future of offline role-playing games?

Is the rise of a game like Settlers of Catan a sign that the mainstream is ready for nerdier fare? If there was going to be a breakout RPG (one played in person, around a table) what would it be? Do you have a dream RPG?

I'm interested to hear from folks who haven't played RPGs—who know them by reputation, or who have always been curious…"
robinsloan  games  rpg  arg  gaming  offline  play  cyoa  2011  settlersofcatan  larp  books  werewolf  mafia  interactive  fiction  if  interactivefiction  from delicious
july 2011 by robertogreco
"An environmental disaster has taken place on Planet Earth and we need your help.<br />
Smithsonian Institution & MIT Education Arcade invite all scientists-in-training ages 10½-14 to log onto VANISHED & help decipher clues that unravel one of the world’s biggest mysteries. An online/offline interactive event, VANISHED is an 8-week episodic quest that will transform you into principal scientific investigators who must collaborate to find the answers. You will race against time as you solve games, puzzles, & other online challenges; visit real museums; collect samples from in & around your homes; and even partner w/ some of the Smithsonian’s world renowned scientists & investigators, to help unlock the true secrets of this catastrophe—before it’s too late."
games  learning  vanished  smithsonian  mit  miteducationarcade  simulations  arg  museums  puzzles  mysteries  collaboration  tcsnmy  classideas  interactive  from delicious
april 2011 by robertogreco
The Pursuit of Perfection | Mssv
"The reason why the new American Dream is so chilling is because imposes practically unachievable goals and ultimately destructive desires upon us all (I’m including the entire rich world here). It distracts us from examining our own lives and deciding what we want ourselves in favour of buying more and more stuff.

Gamification holds out the promise of achieving those goals. It tells us that if you play the right games with enough enthusiasm and persistence, then you can have a perfect life and make a perfect world – at least, according to the game, if not necessarily in reality.

I’m sure that many games that seek to improve our lives and the world will work, to an extent. But many will not, whether through poor design or badly-constructed goals. We all need to be careful about games that promise to change our lives. Just as the unexamined life is not worth living, the unexamined game is not worth playing."
simulations  games  gaming  arg  janemcgonigal  adrianhon  2011  consumerism  gamification  criticism  life  play  meaning  value  unexaminedlife  reflection  goals  motivation  reality  from delicious
april 2011 by robertogreco
"SCVNGR is a game. Playing is simple: Go places. Do challenges. Earn points and unlock rewards! (Think free coffee!) Individuals and enterprises build on SCVNGR by adding challenges and rewards to their favorite places."
iphone  scavengerhunt  geogaming  scvngr  android  arg  location  learning  gaming  games  geography  geolocation  sms  gps  mobile  phones  classideas  maps  mapping  from delicious
september 2010 by robertogreco
Modkit [I would love to have an invite for this.]
"Modkit is an in-browser graphical programming environment for little devices called embedded systems. Modkit can currently program Arduino and Arduino compatible hardware using simple graphical blocks similar to and heavily inspired by the Scratch programming environment developed by the Lifelong Kindergarten Group at the MIT Media Lab."
edg  arg  arduino  scratch  programming  coding  processing  physicalcomputing  automation  embedded  hardware  electronics  education  diy  toshare 
july 2010 by robertogreco
Jane McGonigal: Gaming can make a better world | Video on
"Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how."
janemcgonigal  2010  arg  sustainability  innovation  mmorpg  videogames  wow  gamedesign  games  gaming  culture  education  marketing  ted 
march 2010 by robertogreco
The Philosophy of Punk Rock Mathematics – Technoccult interviews Tom Henderson | Technoccult
"Many students want teachers to “show me the steps...sequence...that they can perform that will give them an answer...not unreasonable; they know that performance on exams, & therefore their performance on All-Seeing GPA, is largely determined by being able to Do The Steps."

[ via: ]
education  games  math  learning  tcsnmy  teaching  pedagogy  belesshelpful  superstruct  janemcgonigal  arg  evoke  gametheory  gaming  play  tomhenderson 
february 2010 by robertogreco
Urgent Evoke - A crash course in changing the world.
"EVOKE is an online game designed to teach collaboration, creativity, knowledge networking, entrepreneurship, courage, resourcefulness, sustainability, and vision."
games  gaming  arg  janmcgonigal  collaboration  creativity  knowledge  networking  entrepreneurship  courage  resourcefulness  sustainability  vision  africa  janemcgonigal  argentina 
february 2010 by robertogreco
Worldchanging: Bright Green: Jane McGonigal on Gaming for Good
"Games wield enormous power in our culture. They’re controlling the attention and getting the most energy and passion out of many, many people."
games  gaming  videogames  janemcgonigal  iftf  digitalmedia  socialnetworks  arg  interview  narrative  learning  economics  organization  meaning  play  futures  development  politics 
february 2010 by robertogreco
Recent Departures
"Recent Departures is a collection of artifacts from the Project G-581 disaster. The objects on display are pieces to a puzzle. Along with the objects are expert’s opinions and observations of where the pieces fit. " [see also: AND]
recentdepartures  puzzles  installation  bmd  arg  glvo  art  design  artifacts  objects  books  tcsnmy 
january 2010 by robertogreco
The City is A Battlesuit For Surviving the Future | Beyond The Beyond
"look at this amazing artifact out of BERG...I’d like to call this “the greatest design-fiction writing I’ve ever seen,” but (a) it’s not about design, (b) it’s not fictional & (c) it’s not even writing. This is new. The web has broken a lot of silos btwn the disciplines in past 10 years, but this is a new thing that is visibly rising out of that rubble. It’s contemporary creative work which pops on the screen like a web page, but feels like it wants to be art history, a comic book, an embedded video, a special FX anime movie…It even wants to plan a utopian city...BERG has become a new Archigram...same the same place...think the same way. That’s some really good news...This piece is doing the same futuristic thing that Archigram did decades our idiom, w/ our techniques. It’s far-out, edgy, visionary...truly violative of the given norm & yet there’s nothing merely cheap & sensational here...Io9 calls itself a scifi blog & they’re glowing like a little furnace today."
berg  mattjones  architecture  archigram  brucesterling  berglondon  technology  futurism  scifi  cities  future  space  trends  urbanism  arg  sciencefiction  futurists  designfiction 
september 2009 by robertogreco
Noisy Decent Graphics: The Hidden Park - iPhone game
"It's an ambitious game that uses the iPhone's GPS, the camera and the speaker to create a sort of ARGish geo-cachingish mash up for families. You pick a park, head down there with the kids and run around solving clues and puzzles and trying to find the magical creatures...The best bit as far as the kids were concerned were these brilliant little photos created by standing in exactly the right spot...It seems to make sense in an emerging post-digital world. It takes something you can't do on a screen (going outside and run round a park) and merges it with something you can't do with twigs or paper (animate creatures over pictures etc). But also it takes the best bits of those worlds, going to the park is a good fun thing and gps and camera etc uses the best of the iPhone. That's smart and importantly it doesn't feel forced or false. Throw in gaming on the top and you've got a very interesting mix."
iphone  applications  games  gaming  arg  children  thehiddenpark  via:preoccupations  gps  augmentedreality  location  play  outdoors  videogames  geocaching  ios  ar 
september 2009 by robertogreco
"Mudlark is a cross-platform production company. A partnership between a games company, a TV company and a web company.
via:foe  games  gaming  arg  production  transmedia  play  mudlark  design  agency  social  pervasive 
july 2009 by robertogreco
Chromaroma « Mudlark
"Chromaroma is our first social game. A pervasive online game played in the real world.
masstransit  urban  games  gaming  pervasive  arg  social  augmentedreality  play  mudlark  ar 
july 2009 by robertogreco
Designtalks - Videos - Ben Cerveny - Play at creativity
"[1] exploring boundaries... [2] tweaking the knobs... [3] call and response [games]... [4] drawing boxes...main difference between play and a game is that you apply a metric to a game...[in a game] you quantize the results of add a goal [to play creating a game]... [5] improvisation... experimentation... distilling patterns... play = understanding possibilities [exploring boundaries], game allows you to come to a systemic conclusion about goals... [6] forming the party... [7] finding the patterns... [8] incentive for interaction [project Natal]... [9] literacy in system models... [10] collaborative creativity... [legos at SXSW]"
bencerveny  play  creativity  collaboration  video  games  videogames  cognition  literacy  design  interaction  flickr  stamendesign  gne  metadata  visualization  rules  arg  observation  patterns  patternrecognition  experimentation  via:preoccupations  psychology  wow  set  natal  microsoft  simcity  systems  flow  modeling  conversation 
july 2009 by robertogreco
CryptoZoo - a secret world of strange and fast-moving creatures [via:]
"It’s basically Parkour meets the Spore creature creator. There’s an online social network where you learn how to run through the streets like strange cryptids – think: Ninja Rabbits who crouch run alongside parked cards and hop between them, or swing monkeys who swing around poles and bound up steps… then you go out into the real world and run through the streets like you’re chasing these imaginary creatures. You can race species vs. species..."
cryptozoology  janemcgonigal  arg  play  gaming  tcsnmy  fun 
june 2009 by robertogreco
Online game focuses on real-world kindness - Springwise
"We've written about several technology-enhanced games that aim to get kids to exercise; one we hadn't seen, however, was an online game that strives to promote social change. Sure enough, though, Akoha is a new, reality-based game that uses mobile, web and real-world challenges to ask the question, “What if playing a game could make the world a better place?”
online  games  play  community  gaming  activism  via:crystaltips  multiplayer  happiness  socialmedia  kindness  tcsnmy  arg 
march 2009 by robertogreco
Welcome | The Signtific Lab | Massively Multiplayer Thought Experiments
"The Signtific Lab is a public laboratory for developing and sharing cutting edge ideas about the future of science and technology. We invite scientists, engineers, designers, developers, researchers,
signtific  predictions  convergence  multiplayer  arg  research  games  education  technology  future  science  innovation  collaboration  space  community  crowdsourcing  experiment  ideas 
march 2009 by robertogreco
Cathemeral Thinking: Blurts: The value of short, rapid, open communication to collective creativity
"This essay is not only about twitter but the more general concept of short, rapid, open communication, which I'll call "blurts". In essence, what I will argue is that blurts might not have much meaning in themselves, but a web of blurts among many people can be valuable to many of the participants. A collection of blurts is akin to a form of brainstorming, but in which some minimal structure appears, allowing the most valuable ideas to persist and be developed. Importantly, that structure comes from the interests of the participants, not from some kind of moderator."
communication  collaboration  twitter  facebook  productivity  math  arg 
february 2009 by robertogreco
Routes Game
"Your genes hold some pretty hardcore information; about your size and shape, alcohol tolerance, risk of major disease, maybe even your intelligence. But is that all there is to it? Is your destiny mapped out in your genes? Play Routes over the next 8 weeks and find out. Dig deep enough and who knows what secrets you might uncover...?"
education  games  arg  gaming  genetics  play  narrative  channel4  routes 
january 2009 by robertogreco
saint etienne biennale 08: 'sugoroku' curated by catherine beaugrand
"curated by catherine beaugrand, 'sugoroku' is a city wide game which portrays the area of saint-étienne with the virtual world, through the use of tools which question the quality of public space. the purpose of the game is to get tourists and city dwellers alike, to go out into the city and investigate new unexplored territories. one is given a map of the routes which they can follow. along these designated paths, players can collect 'sugocodes' which they can use to play online. the codes can be entered via web, in exchange for virtual objects which represent industrial products manufactured in the city of saint-étienne. it's nice to go a little off the beaten path and experience parts of a city which aren't part of the normal tourist routine, but what's the big deal? these types of activities don't need to be orchestrated. people should just naturally explore and stumble upon gems and areas of a new city on their own terms. we don't need everything mapped out for us, do we?"
art  design  suguroku  cities  exploration  arg  place  games  play  maps  mapping  location  location-based  qrcodes  discovery 
november 2008 by robertogreco
Bionic Noticing on Irving Street « Magical Nihilism
"There’s been a flurry of writing on the skill, innate or learned of noticing. I like to think I have a little bit of the innate, but I’ve been *ahem* noticing that my increasingly mobile personal-informatics tool-cloud seems to be training me to notice more."
noticing  observation  culture  architecture  mapping  geotagging  mattjones  meaning  location  arg  ubicomp  flickr  cities  maps  urban  mobile  games  future  adamgreenfield  longnow  bighere  bignow  longhere  computers  place  janejacobs  interested  driftdeck  interestedness 
november 2008 by robertogreco
Disruptive Realism | Blog | design mind
"Disruptive Realism is an expression presented in an everyday context that disrupts peoples perceptions about different things. Expression can mean many things and it a way it's art but it's also much more expansive a term than just art." ... Examples: Bruno Taylor's swing at bus stop, Banksy's yellow street stripes extending into a flower and refrigerator kite in New Orleans (among others), Charlie Taylor's Improv Everywhere (Grand Central Station freeze), fake NY Times, Reverse Graffiti, Orson Well's War of the Worlds ... "humorous element to theor ability to play and have fun...engaging with the rest of the society [by] forcing them to break their patterns of thought ... stop their typical way in which they're going through the day and think about their particular situation even if they're not changing their habits ... maybe have a better day based on the instance... break people out of the pattern thinking."
streetart  dirsuptiverealism  davehoffer  frogdesign  graffiti  glvo  disruptive  arg  improveverywhere  humor  fun  orsonwells  reversegraffiti  banksy  brunotaylor 
november 2008 by robertogreco
Near Future Laboratory » Drift Deck (Analog Edition)
"The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city."
psychogeography  situationist  urbanism  travel  urban  arg  architecture  art  design  dérive  games  gaming  tcsnmy  classideas  julianbleecker  brucesterling  ianbogost  janemcgonigal  dawnlozzi  bencerveny  katiesalen  robbellm  driftdeck  derive 
november 2008 by robertogreco
Avant Game: Whoah -- I just got rabbit holed to my own game - UPDATED
"As you know, Superstruct hasn't launched yet. (Stay tuned -- the story starts September 22, the game starts October 6.) But people are already playing Superstruct. I mean REALLY playing. I'm working from home today. Just got this email from a colleague at the Institute for the Future:"
superstruct  tcsnmy  janemcgonigal  iftf  collectiveintelligence  seriousgames  activism  arg  futurology  forecasting 
october 2008 by robertogreco
theweatherproject 2019
"he weatherproject collects people who collect the weather: volunteers collect a standardised sample of weather at a significant time and place of their choosing. the result perhaps tells us as much about contemporary culture as it does about the weather..."
superstruct  tcsnmy  janemcgonigal  iftf  collectiveintelligence  seriousgames  activism  arg  futurology  forecasting 
october 2008 by robertogreco
Zyked [via:]
"Zyked aims to make sports and exercising more fun by adding gameplay and community features. The first Zyked product is an innovative internet- and mobile service currently in Alpha testing at"
games  running  nike+  arg  gaming  socialnetworking  mobile  training  health  exercise  fitness  community  play  social 
october 2008 by robertogreco
Akoha ~ Come Play It Forward [via:]
"Akoha is the world’s first social reality game where you can earn points by playing real-world missions with your friends. Missions might include giving someone your favorite book, inviting a friend for drinks, or buying a friend some chocolate."
arg  socialnetworking  games  gaming  akoha 
october 2008 by robertogreco
The Superstruct Game [almost here]
"This fall, the Institute for the Future invites you to play Superstruct, the world’s first massively multiplayer forecasting game. It’s not just about envisioning the future—it’s about inventing the future. Everyone is welcome to join the game. Watch for the opening volley of threats and survival stories, September 2008."
forecasting  superstruct  futurology  iftf  futurism  crowdsourcing  games  gaming  mmog  environment  arg  classideas  janemcgonigal  seriousgames  multiplayer  play  future 
september 2008 by robertogreco
igfest | The Interesting Games Festival - "festival of street Bristol, 19-21 Sept 2008, part of Bristol Community Festival...chance to try out some games currently gaining a big international following."
"Freed from screens and boards, players of these games roam the streets hungry for fun. One game may see you fleeing over Pero's bridge with a Pac Man ghost on your tail, another has you playing snakes and ladders up and down the stairs and slopes of a multi story car park. igfest will give you licence to play and be playful and will be more fun than you can shake a Wiimote at..."
via:crystaltips  games  play  events  streetgames  pervasive  arg  art 
august 2008 by robertogreco
DELETED : web : TV : game [via:]
"revolves around Tyler who is struggling to piece her life together after a traumatic incident caused her memory to start failing, Tyler keeps vlogs to record facts she uncovers as she goes through losing the love fo her life and finds herself embroiled i
arg  television  tv  games  gaming  social 
july 2008 by robertogreco
Superstruct! Play the game, invent the future. | The Institute For The Future [FAQ: Also:]
"This fall, IftF invites you to play Superstruct, world’s 1st massively multiplayer forecasting game...not just about envisioning future...about inventing it. Everyone is welcome...Watch for opening volley of threats & survival stories, September 2008."
janemcgonigal  mmog  arg  future  predictions  play  games  gaming  iftf  classideas  2008  simulations  futurology  superstruct  multiplayer 
july 2008 by robertogreco
Avant Game: Hide and Seek 08 Rules Me – and why real-world players are so game
"highlight for me was the fact that I spent so much time running, chasing, parkouring around the Royal Hall Ballroom & the Southbank streets of London that I felt as physically exhausted at the end of each night as if I’d hiked 20 kilometers in the moun
games  janemcgonigal  play  physical  exercise  gaming  hideandseek  london  parkour  gamedesign  arg  place  geography 
july 2008 by robertogreco
dy/dan » Blog Archive » The 2008 University of Chicago Scavenger Hunt
"The University of Chicago annually hosts the most comprehensive scavenger hunt you have ever seen, comprising eighteen pages, 269 items, and a 1,000 mile radius, and then they post the list."
fun  classideas  scavengerhunts  puzzles  play  arg  games  gaming  danmeyer 
june 2008 by robertogreco
Mystery on Fifth Avenue -
"The letter directed the family to a hidden panel in the front hall that contained a beautifully bound and printed book, Ms. Bensko’s opus. The book led them on a scavenger hunt through their own apartment."
puzzles  homes  nyc  children  fun  play  space  design  architecture  classideas  mysteries  poetry  scavengerhunts  via:kottke  glvo  edg  srg  games  arg  books 
june 2008 by robertogreco
Avant Game: Chaotic Fiction, meet Chaotic Community
"Collaborating within an increasingly chaotic community is a vital part of the next-generation fun of MMOs in general, and ARGs in particular...essential to any online platforms for extreme-scale collaboration & collective intelligence, even the non-game
janmcgonigal  arg  games  gamedesign  collaboration  international  global 
june 2008 by robertogreco
Pasta&Vinegar » Blog Archive » Bystander in ubiquitous computing
"presence of bystanders in some pervasive games or ARG...shows how notion of “user” in ubicomp is flawed. Unlike face-to-face interactions with desktop computer...can lead to non-intentional [or wanted] participation in services/events"
pervasive  arg  games  gaming  ubicomp  nicolasnova  presence  overlap 
june 2008 by robertogreco
welcome to re:Text: Let's Be Serious: Non-Casual Investigations into Alternate Reality Gaming
"I wanted to get a better understanding of the non-casual face of alternate reality gaming. There are a wonderful variety of people out there doing interesting things in the ARG world, and this is by no means a complete catalog of everything going on. Rat
arg  gamedev  games  gaming  storytelling  via:foe  digitalculture  gamedesign 
june 2008 by robertogreco
ARGNet: PICNIC '06, Day One: The IGDA Alternate Reality Gaming White Paper Presentation
"Of note, some presentations given during Picnic '06 are being streamed and archived on the Picnic website, while the Picnic '06 blog continues coverage. Be sure to check out the event from home if you can!"
arg  games  gamedesign  gaming  interactive  narrative  puzzles  play 
june 2008 by robertogreco
LIFT Conference || Robin Hunicke (2008)
"researcher (studying artificial intelligence) now working for Electonic Arts. She is designing games for the Nintendo Wii - she worked on My Sims - and tells us about user-generated content and the importance of social software in gaming"
games  education  research  gamedesign  gaming  robinhunicke  creativity  video  happiness  arg  socialnetworks  facebook  play  socialnetworking  socialsoftware  flickr  storytelling  nintendo  nintendods  ds  difficulty  linear  reward  identity  linearity 
june 2008 by robertogreco
Jane McGonigal saves SXSW for me « Kitten Fluff - "10 skills games can give you which ultimately give you a better quality of “life”:
"...mobility, cooperation radar, ping quotient, influency (ability to adapt persusive ability), multi capitalism, protovation (rapid, fearless innovation: failing is fun), open authorship, signal/noise management, longbroading, emergent sight (spot patter
arg  gamedesign  janemcgonigal  keynote  games  gaming  play  happiness  society  sxsw  virtualworlds  life 
june 2008 by robertogreco
At SXSWi, Jane McGonigal talks about 'The Lost Ring' | Geek Gestalt - by Daniel Terdiman - CNET
"interview about The Lost Ring, in which she talked about how she hopes the game will change the perspective of people around the world and how she expects this game to be by far the largest game of its kind in history."
janemcgonigal  lostring  arg  games  olympics  gamedesign  gaming  play  international 
june 2008 by robertogreco
The Escapist : Breaking the Fourth Wall
"Perplex City is an ARG from Mind Candy Design, but it is also a world unto itself, a full-fledged city with a newspaper, design agency, publisher, subway system, bank, rail system, record label and even a high-class ice cream shop."
arg  perplexcity  games  gamedesign  gaming  pervasive  transmedia  puzzles 
june 2008 by robertogreco
The Sky Remains [via:]
"'sixth dimension detective agency'. You're a detective solving mystery on web & in real world. ...story appears in video, radio drama, letters from characters & really hard puzzles...don't have to do it on your own...clues hidden in boxes around real wor
games  arg  gaming  gps  web  online 
june 2008 by robertogreco
Confessions of an Aca/Fan: From Serious Games to Serious Gaming
"Learning as a Process, Not a Product...spaces for exploration, experimentation, & problem solving...Games as Interdisciplinary Spaces...Serious Games and Participatory Culture...Reality -- Augmented, Alternate, & Otherwise"
henryjenkins  willwright  seriousgames  interdisciplinary  gaming  games  gamedesign  learning  education  schools  schooling  unschooling  play  problemsolving  multidisciplinary  deschooling  janmcgonigal  arg  participatory  contentcreation  literacy  media  pervasive  cocreation  collaboration  modding  machinama  mobile  multimedia  phones  online  internet  web  computers  technology  puzzles 
june 2008 by robertogreco
New Media Exemplar Library Overview
"We invite you to browse our New Media Exemplar Library entries, listed above. Each exemplar features a series of video interviews with a professional media maker, organized by chapter."
media  newmedia  pedagogy  informationliteracy  biggames  nickbertozzi  corydoctorow  matthewlamb  streetart  radio  blogging  education  sciencefiction  comics  vlogging  janemcgonigal  games  gamedesign  arg  mattiaromeo  ianbogost  djspooky  music  dj  videos  creativity  teaching  literacy  medialiteracy 
june 2008 by robertogreco
Confessions of an Aca/Fan: Collective Intelligence vs. The Wisdom of Crowds
"Both "collective intelligence" and "the wisdom of crowds" offer productive models for game design but we will get nowhere if we confuse the two"
collectiveintelligence  henryjenkins  arg  janemcgonigal  davidedery  gamedesign  crowdsourcing  jamessurowiecky  play  gaming  games  raphkoster 
june 2008 by robertogreco
GameSetWatch - GameSetInterview: Henry Jenkins On The Responsibility Of Games
ARG=informational scavenger hunts which disperse info across broad range of media channels; encourage players to create new media tools to process & communicate info; only solved by people working together as teams & tapping power of social networks to so
games  gamedesign  arg  gaming  henryjenkins  technology  mit  reality  learning  education  convergence  videogames  play  media  information  collectiveintelligence 
june 2008 by robertogreco
Avant Game: Please feed (but don't fetishize) the participation
"I think it's really important that we stop and look at the kind of participation and engagement actually engendered by projects that purport to solicit the collaboration of the audience."
arg  lonelygirl15  narrative  participatory  storytelling  marketing  internet  cocreation  culture  games  gaming  gamedesign  janemcgonigal 
june 2008 by robertogreco
A Game by any other Name… | Mssv
"In time, better sub-classifications will crystallise out of our experimentation, and genres of ARGs will emerge, just as the genres of videogames are now well-known. For now, though, we should recognise and savour the happy confusion that exists, and emb
arg  definitions  games  gaming  language  culture 
june 2008 by robertogreco
"This is a complete walkthrough for the Internet game of the Spielberg movie 'A.I.'. It gives away everything and speculates like mad. It's written linearly and assumes no background knowledge. You'll be able to find out about the latest updates of The Gu
ai  arg  walkthrough  games  gaming  marketing  cloudmakers  tv  film  microsoft  mysteries 
june 2008 by robertogreco
Peter Gabriel's The Filter - scrobbling your life | PDA: The Digital Content Blog |
"Gabriel explains this principle of recommendation is the most effective way to navigate the huge amount of content around us, because those recommendations combine human and automated processes."
arg  multimedia  recommendations  media  petergabriel  thefilter  film  music  video  youtube  mp3 
june 2008 by robertogreco
Let's Change the Game
"Let’s Change the Game is a competition to design an ARG (alternate reality game) to help the work of Cancer Research UK. The winning designers will receive funding to develop and run their game, and will be mentored by some of the best ARG designers in
activism  cancer  gamedesign  games  play  competitions  arg  charity  innovation 
june 2008 by robertogreco
Nascent: Mind Candy visit Nature
"On the backs of the Perplex City puzzle cards are fragments of a map. Some players have recreated this online as a 'mashable' map and annotated it. This is all completely user-generated. One puzzle card contains a code that would take one PC about 10,000
games  perplexcity  arg  gaming  math  mindcandy  puzzles  science  collaboration  maps  mapping  collecting 
june 2008 by robertogreco
"On April 11, 2001, Cloudmakers was founded as a discussion group for the interative web game centered around the film A.I. We officially solved the game on July 24, 2001. Though the original game, The Beast, has ended, Cloudmakers now serves as a clearin
arg  games  gaming  play  gamedesign  2001  ai  community  entertainment  microsoft  participation  hivemind  perplexcity  pervasive  marketing  interactive 
june 2008 by robertogreco
Alternate Reality Gaming Quick Start Guide
"So, you've discovered the world of Alternate Reality Gaming and are completely confused by it all. You are not alone! Hopefully this little guide will answer a few of your basic questions and direct you to places to learn more."

[also posted at: ]
arg  games  play  gaming  howto  tutorials  storytelling  narrative 
june 2008 by robertogreco
Futurelab - Resources - Publications, reports & articles - Web articles - This Is Not A Game: Alternate Reality Gaming and i
"power of immersive games in generating social agency. In a similar fashion, could this power possibly be harnessed to create learning experiences for young people? Could the alternate and authentic realities of an ARG provide 'safe' arenas for children t
education  games  learning  planning  arg  seriousgames  gamedesign  gaming  play 
june 2008 by robertogreco
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