Play: Cocreated narratives through interactive creativity

topic posted Thu, January 25, 2007 - 5:09 AM by  John
Play: Cocreated narratives through interactive creativity


Concept:
Participants engaging with each other through playing a game, drawing cards, posting their posts/responses/comments based upon what they make of the cards within the chosen theme of the session, through which conversation they help each other to craft individual narratives out of a given set of cards, and if time permits and if so desired, a combined collective narrative as well.

Promo para:
Out of a given set of (playing) cards - how would you play for the optimal enjoyment and benefit for yourself and the other participants?

Bio para:
John Kellden. Uses games as a tool to enable iteration capital & interactive creativity.

Course outline:
An interactive online workshop, where participants gather at an online seminar venue, and participate in a gameplay session.

Benefits of participation:
Entertainment, learning, meaning, sensemaking, enjoyment, socializing, immersing, insights.

Required reading list:
How to play.
go.webassistant.com/wa/uploa...001.lhtml

Additional reading list:
This Is Not a Game: Immersive Aesthetics & Collective Play, Jane McGonigal (pdf)
www.seanstewart.org/beast/mc...paper.pdf

Beyond Play: A New Approach to Games, Thomas M. Malaby (pdf)
papers.ssrn.com/sol3/papers.cfm

Schedule:
Although asynch, open space-ish law of two feet applies, let's see when we can gather together and agree and commit so as to get this going.

Process notes:
Essential and helpful. There are currently sixty guidelines the participants can choose from, to guide an as structured (process) note taking as they see fit. Also, notes are typically instrumental in enabling the participants to fulfill the prime goal and meet the challenge of the game, to (co)create a meaningful narrative out of the cards dealt. For instance guideline 48 states "Write down key insights".
The notes will typically be posted in two complementary online spaces. The conversational gameplay will take place in an Online Community ( ie Tribe ), and the (co)created narrative will be collaboratively crafted in a Wiki. There is also the option of a voice channel, through a Skype conference.

Social contract:
Preferred contract is for participants to decide upon a theme for the session that is interesting and challenging and rewarding enough so as to ensure successful completion of the session. Participants weighing in, adding to the enjoyment is much appreciated. Light facilitation and general shouts of encouragement provided by the session host (me).
posted by:
John
Sweden
  • John you'll need to keep us on track..I will take a stab at this in your 3:16 thread.
    • Good point. I'll whip up a wiki next week, so we can have a "keep everyone on track"-space.

      There is a great opportunity here, before everything is structured, to have everyone
      weighing in, with their own self, their own wants and needs - what everyone would want
      such a structure for.

      The whereto question is of the essence, if we are to have a sufficiently attractive and
      productive shared/social object to gather round.

      If we can agree on such an object, even if only a kernel of an idea to start us off,
      then the rest will follow - time, scope, resources, glue, attention, participation...

      The interactive part is of the essence - what it is - is up to us.
  • this is not a game

    Sun, January 28, 2007 - 7:30 PM
    this is a fascinating article.

    random thoughts/notes -

    1st thought -- funny how this experience is being mirrored in the 9/11 truth movement right down to a T.

    <This kind of immersion made the game world less of a
    "virtual" (simulated) reality or an "augmented"
    (enhanced) reality, and more of an "alternate" (layered)
    reality. For four months, players had to adapt to
    interfacing with the 2001 real world and the 2142 game
    world at the same time. Success in the Beast therefore
    required developing a kind of stereoscopic vision, one
    that simultaneously perceived the everyday reality and the
    game structure in order to generate a single, but layered
    and dynamic world view. (In his 2000 book The
    Information Bomb, Paul Virilio outlines a similar kind of
    perspective, or "'field effect," in which the actual and the
    virtual combine to produce a new kind of "relief," or
    dimensionality [43] )>

    could this be an objective of the game -- how to unfold the sixfold dimensionality of time thru gameplay?
    (admittedly i have got quite the jones for virilio, who for all his antitechnological ravings,
    pinpoints with uncanny accuracy what technology is doing to alter/evolve our perception)

    <This erasure of any and all “metacommunication,” to use
    Gregory Bateson’s term for the frame markers that alert
    players to a game’s gameness, is an unusual development
    for the practice of play [2]. Historically, play has been
    defined in large part by its ability to signal a
    representational “space apart,” even if its boundaries were
    sometimes blurred or its consequences occasionally
    leaked into real life. Jay David Bolter and Richard
    Crusin, however, discuss in their 1999 book Remediation
    the long history in art and media practice of immersion
    through an “interfaceless interface” that seeks to “erase
    itself so that the user is no longer aware of confronting a
    medium, but instead stands in an immediate relationship
    to the contents of that medium” [4].>

    bateson is also a possible patron saint.
    see e.g. his view of cybernetics:
    www.global-vision.org/bateson.html

    <The audience refused to defer to the producers,
    and the players felt authorized and entitled to step in when
    they believed that higher authorities had failed them.
    Could this kind of empowerment lead to a greater sense of
    collective agency in other producer-consumer settings, or
    in the political realm?>

    how to take this one step further - erase the boundaries btw player & producer altogether?
    and does this erasure satisfactorily substitute for total immersion?

    <Far from merging individual intelligence into some indistinguishable
    magma, collective intelligence is a process of growth,
    differentiation, and the mutual revival of singularities."
    For Levy, communities like the Cloudmakers not only
    avoid degenerating into mobs, but also are fully able to
    thwart a totalitarian or otherwise oppressive hijacking>

    yes but how to avoid this?
    www.websnark.com/archives/...the_c.html
    or are these cybercollectives short-lived by nature?
    like hakim bey's TAZ's or calvino's invisible cities.
    disappearing when their purpose is served and reappearing in another evolution once again...
    who remembers napster? yet napster lives not in its brand, but in the environment that it created.

    "The game is now over… the game has just begun"
    indeed it has...

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