A Spatio-Ludic Rhetoric: Serious Pervasive Game Design for Sentient Architectures.
Thursday, March 30th, 2006From Regina, at we-make-money-not-art:
Notes from Steffen Walz’s talk at Game, Set and Match II:
Dialectics of surveillance fun. Surveillance technologies are sine qua non components of our everyday life conditions. To what degree could serious pervasive games bring upon us an invisible system of technocontrol that would use the positive side of game. Turning our world into a “fun prison.”
The game could consist in trying to avoid surveillance camera using a map of the location of the CCTV cams or trying to be detected by as many as possible. One way to look at pervasive games as a form of counter surveillance or sousveillance or inverse surveillance (using surveillance to make something new.)
Exemple: New York Surveillance Camera Players.Serious pervasive games follow rules set outside the game itself (war, policy, marketing, health, etc.). The game moves beyond the computer screen and people have to behave accordingly to the rules of the games. It’s more fun because you’re outside, in the normal world and you can impersonate another character: But upon you is surveillance architecture.
A whole nation can be turned into a game space.
Walz the showed a series of projects he has worked on.
- his students repurposed a cloister into a war zome with players running around the space to conquer territory using a tag shooter.
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