Monday, March 05, 2007

Erasing the delta: Games that alter reality!

Here are my notes for my first Game Developers Conference talk, as part of a serious games summit panel on “Erasing the Delta - Games that Accomplish a Specific Task” The theme of the panel is about moving away from games that just prepare you to do something (learning/training games), or help you think about something (simulation games, persuasive games) and games that actually enable and indeed require you to do that thing, or to produce that thing, simply by playing them (games that work).

(Fellow ARG travelers Brian Clark and Brooke Thompson were there -- yay! we are so totally going to alter reality through play...)

(UPDATE: There's nothing that makes me post-talk happier than when multiple different communities take away ideas they're excited by. So I'm happy to see, for instance, some great responses to the talk at MTV, ARGN, and Destructoid!)

My spiel follows:

Erasing the Delta Gap is really about two different practices:

Making a new kind of serious game: Games that are designed as functions with an end result that is a measurable difference in the present state of reality. Serious games now are viewed as “resources” (for education, training, instruction, simulation) or “platforms” (for messages, persuasion). We must start to create serious games as “generative processes” or “solutions to problems”

Redefining what we define as a “serious impact”: We must move away from “preparation” and “knowledge” and “skills” and “rhetorical effect” as our only serious impacts. We can also consider for example “improved quality of life” and “better health” and “improved social organization” and “future resources produced”. In these terms, many games are already closing the delta gap, particularly in the area of health -- if we think of something like “reducing human suffering” as a serious impact (games for pre-surgery sedation) or intervening into the obesity epidemic (physical activity games) or, in the future, things like serving as a live suicide prevention resource (instead of calling 1 800 suicide) or facilitating global security through youth cooperation and co-immersion
So: What is the role of Alternate Reality Games in erasing the delta?

The new opportunities for ARGs to do work is best understood as a movement through different definitions of “realism” in gameplay

Realism in ARGs
1st wave ARGs: they’re so real! Real Life (embedded in real, working life): operational, everyday technologies, intimate
2nd wave ARGs, they’re so real! Real World (moving into real-world spaces): social, physical, face to face, everyday spaces, public
3rd wave ARGs, they’re so real! Real Impact (starting to solve real-world problems, for example: global relations/world peace, massively multiplayer science, quality of life, learning): intentional, effective. Games that alter reality!

Two factors that make this third wave possible:

Our culture is becoming more ARGlike (CI culture, participatory Web culture/2.0, creative commons, science commons)

Our culture WANTS to be more ARGlike (the spirit of massive collaboration saving the world)

Examples of ARGs that start to erase the delta:
Past - Tombstone Hold ‘Em – putting live bodies back in cemeteries, creating a public culture for a dying public space
Present - World Without Oil – generating a massively collaborative map of potential, citizen responses to oil shock; constructing a database of lower-consumption practices that might prevent that shock from happening
Future - Massively Multiplayer Science – games with real scientific data embedded in them, and gameplay to collect, analyze and process the data in massive parallel

Thursday, February 22, 2007

Massively multi-citizen science is almost here

Can a game developer be nominated for a Nobel Prize in one of the sciences by the year 2032? That's my plan, which I presented this past weekend at the annual meeting of the American Association for the Advancement of Science.

You can download the slides from my talk, or read the related research paper (hot off the press!), or peruse some related links, on my AAAS webpage here. (Or see what Newsday took away from it here.)

My goal over the next decade is to support the development of a massively multi-citizen science through massively collaborative games (think: alternate reality games with real-world data embedded inside.)

So in the near future, when the most creative, collective-intelligence gamers are grinding away 10, 20, 30, or more hours a week, they're grinding on real scientific research problems wrapped inside a yummy fictive or fantasy shell.

Yes, I am calling for a truly popular scientific research practice that engages the global public in hands-on, brains-on collaboration, via sites Citizen Science and Amazon's Mechanical Turk and through immersive, story-driven play. Amateur participation + a creative commons for science literature + the stickiness of a well-designed game and well-told story = radically interdisciplinary mash-ups accessible to lay people and productive of real scientific insight.

Sound crazy? No way. This is seriously possible, and plausible. Here's three reasons why:

1) Science practice itself is increasingly leaning toward a kind of collective intelligence, amateur participation. You can read about it in the incredible Institute for the Future report: Delta Scan: The Future of Science and Technology, 2005-2055.

2) Meanwhile, there is no doubt -- as I argue in my new 50-page case study for the MacArthur foundation -- that alternate reality gamers are doing real CI investigations that would fully prepare them for real-world collaborative research. Their gameplay is already fundamentally a CI scientific effort to undertand fake (fictive) data. I'm just proposing that we shove some real scientific data in there, while they're at it.

3) And perhaps most importantly, as Sean Stewart - the original and most esteemed alternate reality storyteller around - has famously said: "I do NOT assert that [alternate reality gaming] is the first, or greatest, example of massively multi-player collaborative investigation and problem solving. Science, as a social activity promoted by the Royal Society of Newton's day and persisting to this moment, has a long head start and a damn fine track record.... We just accidentally re-invented Science as pop culture entertainment."

So, yes, If this sounds interesting, get the slides. And here are a couple of other sites to get you thinking: "Fostering Scientific Habits of Mind in the Context of Online Play" and MacArthur Spotlight on Digital Media & Learning.

If you want to propose a data set, scientific problem, or research focus for a massively multi-citizen science game, or if you want to be notified when there's such a game to be played, email me at jane @ thenameofthisblog dot com.

Monday, February 19, 2007

Play With Me: March 2 San Francisco Game!


cruel2bkind logo
Originally uploaded by Avant Game.
March 2, 2007 is the world premiere of the new, improved Cruel 2 B Kind – the game of benevolent assassination - now, with booty! It’s happening 6 – 7:30 PM on a Friday evening in SOMA, San Francisco, and I really want you to play. And I know YOU really want you to take over SOMA like the nice little ninjas you are, and kill other players (and unsuspecting bystanders) with kindness.

You can sign up now. (You have to register by noon on March 2 to play.) What are you waiting for? Sign up! It’s free, it’s outdoors, it’s crazy, and there might be cupcakes! (Okay, there WILL be cupcakes!) What more could you ask for?

Well, okay, here’s more: I’ll be there live puppet mastering, with a few surprises for keen-eyed players. (So if you spot me wandering the streets and attack me, you might get a little bonus fun…)

For all you experienced C2BK players out there, here’s a secret scoop: This new remake of Cruel 2 B Kind is extra awesome. It’s extra awesome. Here’s why:

- It’s called the Booty Variant, and it represents everything we’ve learned from running the game in London, Boston, New York City, and more. We watched you play, we learned stuff, and we made the game more fun.

-It’s easier technology: You can play with any cell phone, using normal text messaging. And there’s a lot less messaging than in older versions, so the play is focused more on the streets and less on your screen.

-It’s more strategic: Your team has 3 weapons to choose from at all times, so you get to decide exactly how to kill each target. You also get to show off the weapons you like best and ignore weapons you’re not so keen on.

-It’s less obvious: Instead of everyone starting the game in teams of two, players can now choose to start the game solo, or in teams of two, or three, or more… so it will be a lot less obvious who’s playing and who’s not playing.

-It’s sillier: Each player brings a piece of “booty” to surrender when killed. Anything goes when it comes to the booty - yummy candy, weird haikus, cool old books, crazy stickers, lucky socks… you can make your booty whatever you want. There’s only one rule: no sentient creatures! Players get to keep all booty they’ve earned at the end of the game.

-It rewards good game play better: When a player gets killed, they surrender their booty the player whose attack impressed them most. So players who are doing an awesome job killing with kindness rack up more booty, and therefore more points. No more slouching at the back of your pack… you have to be in the frontlines, assassinating your ass off!

Tuesday, February 13, 2007

The Free Candy Game - You MUST play with me on Valentine's Day!

I know the secret puppet masters of this very cool little puzzle game. It's called FreakAndie (yes, think: free candy!) and if you're in the San Francisco area on Valentine's Day, you can play. In fact, I really want you to play.

It's a one-day only game. It's free, it's public, and it's art.

Here's the deal: solve this visual poem puzzle to figure out the what, when, where, how and why of the game. (Hint: it involves subversive heart-shaped blinking LED displays embedded in public. Yes, really.)

The best part: if you solve the puzzle and come play, you'll be perfectly located and on time for the second annual valentine's day Public Pillow Fight. That's right -- two playful spectacles for the FREE price of one!

See you in the city for free candy and pillow fighting!

P.S. If you can't figure out the puzzle, IM me and I'll give you a hint. :) I'm on AIM as my webdomain name.

Tuesday, January 30, 2007

Who's the first ever woman keynoter at GDC week?

Me!

I'll be giving the research & design keynote, called "The Future of Collective Play", at the 2007 Serious Games Summit, part of the weeklong annual Game Developers Conference.

GDC is roughly 20 years old. And I get to be the first woman keynoter? Woo! Thank you CMP game people.

I'm really, really happy about it. (Seems like just a few years ago - 2003? - that I was still a Conference Associate! Trying not always successfully to explain to everyone what a pervasive or alternate reality game was!)

I'll also be presenting the Game Studies Download: Top 10 Research Findings with Ian and Mia again this year (our #1 is really quite lovely) and sitting on the panel Erasing the Delta Gap. So it will be a busy GDC for me. But GDC is usually my favorite working week of the year. See you there!