User:FLEM/Crosswords: Difference between revisions

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the crossword booklet in form of post-its
the crossword booklet in form of post-its
how to re-imagine it?
TASK: KILL A LOT OF DARLINGS
=== 16.03.2022 ===
<gallery>
Loot box crossword - post its.gif|Loot box crossword - post its
</gallery>


== .''personal'' glossary of productive play==
== .''personal'' glossary of productive play==
Line 111: Line 121:
application of game design elements and principles to non-game contexts
application of game design elements and principles to non-game contexts


increases productivity, makes things easier to do, is human motivation
increases productivity makes things easier to do, is human motivation


the belief that labour can be fun
the belief that labour can be fun


is a tool?
is it a tool?


PRODUCTIVE PLAY:
PRODUCTIVE PLAY:




LOOTBOX: lot of items in a box with a twist as final outcome, a variety of media
LOOT BOX: a lot of items in a box with a twist as final outcome, a variety of media


an object the user pay for in videogames to make their character look better, to make easier for them to win the game
an object the user pay for in videogames to make their character look better, to make it easier for them to win the game


the player doesn't know what they're going to get
the player doesn't know what they're going to get
Line 128: Line 138:
based on a surprise mechanism
based on a surprise mechanism


player pays for it
the player pays for it


it's collectionable
it's collectable


it's exclusively for you
it's exclusively for you


it's an additional investement
it's an additional investment


it's exploitative
it's exploitative
Line 159: Line 169:
TAYLORISM: scientific management, efficiency
TAYLORISM: scientific management, efficiency


a mechanism to increase productibity
a mechanism to increase productivity


IDEOLOGY: self-consciousness, the set of ideas that naturalises social-constructed beliefs
IDEOLOGY: self-consciousness, the set of ideas that naturalises social-constructed beliefs


makes the subordinate class to accept a state of alienation without revolting  
makes the subordinate class accept a state of alienation without revolting  


is images, concepts, representations
are images, concepts, representations


is a structured imposed to the majority of humans
is a structure imposed on the majority of humans?


social relations and processes are appropriated by individuals, hidden under common sense, that makes them valid and  
social relations and processes are appropriated by individuals, hidden under common sense, that makes them valid and  
Line 191: Line 201:
VIDEOGAMES: reproductive technology
VIDEOGAMES: reproductive technology


ENTERTAINMENT: is the prolungation of work under late capitalism
ENTERTAINMENT: is the prolongation of work under late capitalism


POPULAR CULTURE: commercial, make profit, it reflects popular dreams
POPULAR CULTURE: commercial, make a profit, it reflects popular dreams


associated with the manipulation of the culture of the people
associated with the manipulation of the culture of the people
Line 220: Line 230:
really high. the fact that it's a discount is the only important point.
really high. the fact that it's a discount is the only important point.


SOCIAL PROOF: the social acceptble method/way of behaving should be paying
SOCIAL PROOF: the socially acceptable method/way of behaving should be paying


RESPONSABILITY: the agency the game is giving to the users while taking decisions in a game. example: choose between  
RESPONSIBILITY: the agency the game is giving to the users while taking decisions in a game. example: choose between  
three boxes.   
three boxes.   


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POACHING: on the property of others
POACHING: on the property of others


GIFT-ECONOMY: system of obligations incurred by giving and lending
GIFT-ECONOMY: a system of obligations incurred by giving and lending


OPEN-WORLD: open ended artificial space in games, non structural but with optional linear missions
OPEN-WORLD: open-ended artificial space in games, non-structural but with optional linear missions


SANDBOX: emphasize world building
SANDBOX: emphasize world building
Line 256: Line 266:
PLAY MATERIAL: changeable components of a game
PLAY MATERIAL: changeable components of a game


FANCULTURE
FAN CULTURE




Line 265: Line 275:
freedom to choose how to use your time
freedom to choose how to use your time


PLAY: activity done during leisure time
PLAY: an activity done during leisure time


TEMPORALITY: experienced time/lived time, what you receive by doing some activity?
TEMPORALITY: experienced time/lived time, what you receive by doing some activity?


INTERSECTIONALITY: the interplay of oppressive systems within culture
INTERSECTIONALITY: the interplay of oppressive systems within a culture


your leisure time steals other people leisure time
your leisure time steals other people's leisure time


LEISURE CLASS: the economic ruling class, that is more present in consumption than production
LEISURE CLASS: the economic ruling class, that is more present in consumption than production
Line 277: Line 287:
=== .questions===
=== .questions===
    
    
just because it's gamified it doesn't mean it's not work?
just because it's gamified doesn't mean it's not working?


what is the border between game and reality?
what is the border between game and reality?
Line 286: Line 296:




if gifts serves to profit more, are they still gifts?
if gifts serve to profit more, are they still gifts?


does gamification have any use/value? is it more desiderable than traditional ideologial systems (ex: catholicism)?
does gamification have any use/value? is it more desirable than traditional ideological systems (ex: catholicism)?


are people just manipulated? do they ive in a permanent state of false consciousness?
are people just manipulated? do they live in a permanent state of false consciousness?


how does the culture consumption change from the past to the present?  
how does cultural consumption change from the past to the present?  




how society and game change toghether?
how do society and games change together?


is escaping reality the solution?
is escaping reality the solution?
Line 320: Line 330:
what do you think is leisure?
what do you think is leisure?


==.the crossword experience during the launch==
=== .thematics===


===.the idea===
'''explain more in detail the choice of the definitions
'''
 
Ideology
 
Loot Box
 
Productivity And Leisure
 
Modding And Videogames World
 
Predatory Schemes In Videogames
 
=.the crossword experience during the launch=
 
==.the idea==


The idea emerged to reflect on some of our main topics (slow-thinking, delayed rewarding, gamification processes, competition, individuality, productive environment) in a gamified way.  
The idea emerged to reflect on some of our main topics (slow-thinking, delayed rewarding, gamification processes, competition, individuality, productive environment) in a gamified way.  


The player is invited to:
The player will:


  1. complete a puzzle to create a word, so play a game to get access to a drink, instead of having a need and satisfying it immediately. It is a critic of loot boxes philosophy and serves to slow the pace down because the players can't get the drink immediately (delayed-reward and slow-thinking). In addition, by the end of the event, the public will have produced a collective work, a big crossword made by everyone in the room.
  1. Complete a puzzle to create a word, therefore to play a game to obtain a drink, instead of having a need and satisfying it immediately. It is a critic of loot boxes philosophy and serves to slow the pace down because the players can't get the drink immediately (delayed-reward and slow-thinking).  


  2. to share their drinks with someone and not just "pay for themselves". It's a way to create interaction and criticise the videogames world that produces a lot of individuality and competition. Instead, this method invites the player to embrace collectivity and inclusivity.
  2. By the end of the event, the public will have produced a collective work, a big crossword made by everyone in the room. It's a way to create interaction and criticise the videogames world that produces a lot of individuality and competition. Instead, this method invites the player to embrace collectivity and inclusivity.  


''The clock goes faster when more people get in to, by the end of the event, access the loot box.
''The clock goes faster when more people get in to, by the end of the event, access the loot box.
Line 336: Line 361:
''The crossword definitions are solved faster when more people get in (and take something from the bar) to, by the end of the event, access the loot box.''
''The crossword definitions are solved faster when more people get in (and take something from the bar) to, by the end of the event, access the loot box.''


The crossword has been chosen because it's a very simple game, that everyone, of every age or culture or social status, could know. It's an accessible and simple and funny way to interact with these complex topics. The players present at the launch will experience with the collective crossword and will go out at the end of the evening with a better knowledge of the topics.
The crossword has been chosen because it's a very simple game, that everyone, of every age or culture or social status, could know. It's an accessible and simple and funny way to interact with these complex topics. The players present at the launch will experience the collective crossword and will go out at the end of the evening with a better knowledge of the topics.
 
==.the materials==
 
the complete productive play glossary crossword, printed on a big piece of paper and hung on a cork panel --> '''changed to''' 5 crosswords printed on vinyl to lay on the tables of the bar.
 
the definitions printed on squared pieces of paper that the players can take and complete the word by using the letters provided --> '''changed to''' The definitions printed on squared pieces of paper that will be given to the player at the entrance in form of rolled paper with a sticker to seal it (see below). The player will pick one of the definitions from a transparent bowl: connection with lotteries and the responsibility of the user.
 
the letters split up in different squared pieces of paper//post-its blocks, positioned on a table where everyone can access --> '''changed to''' 3 black markers for the players to directly write on the crosswords to access a drink.
 
pins to pin the letters --> '''changed to''' deleted
 
a token made of plexiglass that the player will receive when completing one word of the glossary (solution to avoid continuous back and forth from bar to crossword, possibility for more people to play) --> '''changed to''' The player will be able to pick a nice plexiglass key-ring in form of letters that reminds the crossword from a bowl near the exit of the game. (no connection with the game)
 
<gallery>
Keychainletters.jpg|Keychain for launch day
</gallery>
 
==.the connection with the content of the loot box==
 
The game is a reference to the crosswords as well as an overview of the productive play glossary, that will be found inside the loot box and represents the research part of our project.


===.the materials===
The post-its/squared pieces of paper definitions act as a go-between the content and the players, and obviously share the values and reasons why post-its have been chosen as the mean for this project.


the complete productive play glossary crossword, printed on a big piece of paper and hung on a cork panel
==.how is it going to be positioned in the space?==


the definitions printed on squared pieces of paper that the players can take and complete the word by using the letters provided
see https://pad.xpub.nl/p/si17-chae (floor plan proposal)


the letters split up in different squared pieces of paper//post-its blocks, positioned on a table where everyone can access
==.production gallery==


pins to pin the letters
<gallery>
CROSSWORDS FOR LAUNCH.jpg|Crossword prints for Launch Day
CROSSWORDS FOR LAUNCH 2.jpg|200cmx60cm
CROSSWORDS FOR LAUNCH 3.jpg|As the bar counter table cloth
Photo_2022-03-24_13-04-37.jpg| |Trying out plastic covers for Crossword Bar Counter
Photo_2022-03-24_13-04-38.jpg|Definitions
Photo_2022-03-24_13-04-39.jpg|Trying out plastic covers for Crossword Bar Counter
Photo_2022-03-24_13-04-44_(2).jpg||Trying out plastic covers for Crossword Bar Counter
Photo_2022-03-24_13-04-40.jpg|Trying out plastic covers for Crossword Bar Counter
Photo_2022-03-24_13-04-40_(2).jpg|Trying out plastic covers for Crossword Bar Counter
Photo_2022-03-24_13-04-41.jpg|Plexiglass letters
Photo_2022-03-24_13-04-41_(2).jpg|Name Tags
Photo_2022-03-24_13-04-42_(2).jpg|Plotting in progress
Photo_2022-03-24_13-04-42.jpg|Plot Texts on the floor of PNF
Photo_2022-03-24_13-04-43.jpg|Peeling off plexiglass letters


a token made of plexiglass that the player will receive when completing one word of the glossary (solution to avoid continuous back and forth from bar to crossword, possibility for more people to play)
</gallery>


===.the experience explained===
[https://hub.xpub.nl/soupboat/postit/generate/crosswords_launch generate crossword for launch day]


When a player enters FNP, they will find the wall filled with productive play glossary definitions and a note next to the bar that explicitly asks the player to "get the token first" (remind of "get the receipt at the counter first, present in bars and cafés").
==.the Experience explained==


To obtain a token, the player is invited to compose one word from our glossary and pin the letters to create a collective crossword.
===.the experience explained in general===


When the word is composed, the player will receive a plexiglass token with something written on (TBD), to go to the bar and receive their drinks.
===.the xpubers kit===


This can be done at every moment of the evening and how many times the player wants, just by going back to the table and composing a new word.
! NEED a protocol to simplify the use of the crosswords during the launch --> A methodology to be used so that xpubers are not going to freak out during the event!


===.the bar experience===
====.the materials====


When the token has been obtained, the player will order at the bar and will be given 3 drinks at the same time instead of just one. The idea is to get help from other people, to share the drinks and have a chat.
* ''Solutions Sheet'' for every crossword, with title, words, clues.


===.the connection with the content of the loot box===
* ''[[Glossary_of_productive_play|Glossary of productive play]]'' (the glossary wiki page available printed for xpubers at the crossword table): If a person doesn't know the word, the second step in the Protocol FAQ is to read another sentence from the Glossary. If there is nothing to read for that word, move to the next step to solve the clue.


The plexiglass token is a reference to the actual material of the box: the players will be able to touch the material that the loot box is made of and keep it for themselves as a little souvenir of the evening (I believe that the people that come should have something more than who didn't come)
* ''Protocol''  that includes: experience explained + things to remember step by step + FAQ


The game is a reference to the crosswords as well as an overview of the productive play glossary, that will be found inside the loot box and represents the research part of our project.
====.The Protocol====
 
When a player enters the Playing Room (The Bar "Fage Not Pound"), they will find someone waiting for them at the entrance that will explain to them what the experience will look like (see Protocol) and will offer them to choose an Avatar Name to write on an adhesive tag.
 
=====1. Explanation of the experience to give at the entrance=====
 
“Hello Player and welcome!
You are now starting a new game session and before you get in, I have some information to give you.
 
You are entering a Productive Play Environment: this is a space where things happen differently than in the real world. You are obviously free to walk around, interact with others and pause the game if you need a break, or end the game by exiting the door (**indicate doors**).
 
What is different at Fage Not Pound instead, is the payment methodology: to be able to obtain refreshments from the bar you will have to solve one of the clues of the crosswords at the bar counter. There, they will explain to you more in detail the game's rules.
 
Another thing that is different at "Fage Not Pound" is time. You will find the explanation right there (**indicate wall**).
Before you go, please choose an Avatar Name for this game session, write it on one of these stickers (**offer a sticker and a marker**) and paste it on yourself. 
 
If you have any concerns or doubts, there are moderators around the room that are constantly available to answer your questions. And remember to have fun!”
 
'''STEPS TO REMEMBER'''
 
1. Choose an Avatar name and paste it on their clothes with the sticker.
 
2. Pick a clue and solve it at the crossword counter to obtain refreshments.
 
3. Time is different.
 
4. They are free to exit and pause the game if they need.
 
=====2. Explanation of the experience to give at the Crossword Station=====
 
"Hello player *AvatarName*,
 
I welcome you at Fage Not Pound, a bar where leisure and productivity start to blur.
 
At Fage Not Pound there is one rule: you can't get a drink whenever you want. Before you can access the beverages, you have to solve the clue you received at the entrance.
 
We invite our visitors to slow the pace down and take their time to play the game and learn about Productivity, Leisure, Gamification and a lot more about the (Video)Games World.
 
You can complete the word now, or think about it, come back later. When you are ready, take one of these markers, write the word, get your drink!
 
If you want another drink, I advise you to go to a different crossword on this table the next time, they are 5 in total.
 
And if you need help, we are here for you!”
 
STEPS TO REMEMBER:
 
1. One rule: 1 word = 1 drink.
 
2. Take one definition for the crossword you’re in care of (there are 5), read it, solve it.
 
3. Use the Solutions Sheet and the Glossary of PP to help the players when needed, but don't give them the information too fast. We want them to take their time for the game.
 
4. They have to write down the word with the markers that will be available on the tables.
 
5. After they complete the word, offer them the best drinks we have!
 
6. Put the used definition in the used definition box and wait till the crossword is finished.
 
7. When the crossword is finished, clean it up and start again!
 
=====.FAQ=====
 
1. what happens if a player does not know the word?


The post-its/squared pieces of paper act as a go-between the content and the players, and obviously share the values and reasons why post-its have been chosen as the mean for this project.
If a player is not able to solve the clue, use this scheme to help them:
   
1. The first thing to tell them is that they can find someone to help them inside the room, someone they know, or they don't!
2. Give them some more info taken from the Glossary of Productive Play/from your personal knowledge or interest.
3. If they are still not able to solve it, give them one letter of the word.


===.how is it going to be positioned in the space?===
2. Can a player complete more than one word to get another drink?
Yes, they can have as many drinks as they want, until they complete a word to get one.
The rule is 1 word = 1 drink.
The advice is to go every time to a different crossword to avoid repetitions.


==Crossword Imaginary Grid Game inside the box==
=.the Crossword Imaginary Grid Game inside the box=


[[File:Playingwithprototype.jpg|thumb|Gersande playing with the prototype of the Crossword Imaginary Grid Game]]
[[File:Playingwithprototype.jpg|thumb|Gersande playing with the prototype of the Crossword Imaginary Grid Game]]
Line 380: Line 510:
===.instructions sheet for the Crossword Imaginary Grid Game===
===.instructions sheet for the Crossword Imaginary Grid Game===


Dear player... The Crossword Imaginary Grid Game found you for a reason.
"Dear Player, The Crossword Imaginary Grid Game found you for a reason.


-The aim of this game is to create a crossword grid with your hands and explore a part of the Glossary of Productive Play (and hopefully having some fun on the way!)
The aim of this game is to create a crossword grid with your hands and explore a part of the Glossary of Productive Play. There is a printed grid for you here, but if you want more, visit the website of this Special Issue. Take some time (leisure or productive?), place the pieces on a surface, on a wall, on your bed, on your cat's body.. and start playing!
Take some time (will this game make your time leisure or productive?), place the pieces on a surface, on a wall, on your bed, on your cat's body.. and start playing!


-Inside, I prepared for you the DEFINITIONS of the words and GRID-SQUARES to recreate the grid.
Position the coded papers to recreate the grid. Follow the following scheme for every category:
To recreate the grid, follow the following scheme for every content category:


<gallery>
<gallery>
imaginarygrid_structure.jpg|[Crossword imaginary grid structure]
crossword grid structure.jpg|[Crossword imaginary grid structure]
</gallery>
</gallery>


- I know it might sound complicated, but I promise you that you will understand how to make it work while playing. There are three things you have to keep attention to while creating the grid:  
I know it might sound complicated now, but I promise you that you will understand how to make it work while playing. There are four things you have to keep attention to while creating the grid:
1. One code (e.g. B7), composed by a letter and a number that define the position in the imaginary grid. Position these as the first step!
 
2. In addition to the code that indicates the starting point of the word, the definitions papers will also contain the clues to solve the crossword.
1. A code (e.g. B7), composed of a letter and a number, defines the position in the imaginary grid.  
3. A content category that gathers all the definitions that are part of the same crossword (e.g. Ideology). But maybe you can play around with this..  
 
2. The papers with the clues are not to be used during the grid's construction.  
 
3. A content category gathers all the definitions that are part of the same crossword (e.g. loot box).  
 
4. The papers having the same code could represent an intersection or the presence of two definitions, one going down and the other across. Find out which is which!
 
If you don't know the word, don't stress yourself out: these crosswords are meant to teach while having fun.
 
Yes, you heard that well, you are experiencing Productive Play! Enjoy the time you are taking for yourself!
 
It's okay not to finish it, it's okay to give up, it's okay to still be happy with it. And if you are really unsatisfied, just call some friends and have some fun together!
 
Remember, these are just instructions not to get lost. But it's okay to get lost. Get lost sometimes."
 
===.which one to include?===


-If you don't know the word, don't stress yourself out: these crosswords are meant to teach while having fun.. yes, you heard that well, you are experiencing Productive Play!
There is no space for all the memo notes so I can't include them all. The choice is pending towards the Loot Box one, and the Productivity and Leisure.
Enjoy this time you are taking for yourself.. it's okay not to finish it, it's okay to give up, it's okay to still be happy with it. And if you are really unsatisfied, just call some friends and have some fun together!


- If you want some more.. check our website for more content!
The rest will be included on the website to be printed and played. Hopefully.
And remember, these are just instructions not to get lost. But it's okay to get lost.
 
Remember to get lost sometimes.
[https://hub.xpub.nl/soupboat/postit/generate/crosswords Final Version of Imaginary Grid Game inside the box]


===.396 ===
===.396 ===
Line 408: Line 550:
Prototype of the crossword game.jpg|Prototype
Prototype of the crossword game.jpg|Prototype
396memonotes.jpg|396 memo notes are too many
396memonotes.jpg|396 memo notes are too many
Prototype imaginarygrid2.jpg|Trying out the game at PNF
Prototype imaginarygrid1.jpg|Trying out the game at PNF
Finalcheckgridcrossword.jpg|Final Check Moment 17_03_2022
</gallery>
</gallery>


== .bibliography ==
=.disclaimer=
 
This crossword and its definitions are meant to teach the topics and thematics in the way we learnt about it. Definitions are not just formal statements, they are a mixture of encyclopaedic definitions, what we reasoned on, the sentences our teachers used. None of this work has to be taken as the Bible (how do I write this?). Some of them might sound weird, confusing, not the definition someone would expect, but all of this is meant and done intentionally.
 
In addition, these topics are in an endless evolvement and with especially a bunch of them there is not a right or wrong answer, because sometimes there is still no answer to some questions.
 
The aim of this work is to get people closer to these problems in order to raise awareness, but there is still a long way to understand, be conscious, and be able to change the situation.
 
''[Disclaimer: This crossword and its definitions are a combination of dictionary and encyclopaedic definitions and our own discussions as a group. As such, they are meant as an invitation for further reflection.]''
 
= .bibliography =


https://medium.com/@vanacorec/backtracking-and-crossword-puzzles-4abe195166f9
https://medium.com/@vanacorec/backtracking-and-crossword-puzzles-4abe195166f9
Line 417: Line 572:


https://en.wikipedia.org/wiki/Bananagrams
https://en.wikipedia.org/wiki/Bananagrams
https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play

Latest revision as of 18:56, 17 June 2022


.experiments

08.02.2022

screenshotcrosswords1

there must be a way to put a dot or something at the end of words!


Create a grid of whatever size and a list of words.

Shuffle the word list, and then sort the words by longest to shortest.

Place the first and longest word at the upper left most position, 1,1 (vertical or horizontal).

Move onto next word, loop over each letter in the word and each cell in the grid looking for letter to letter matches.

When a match is found, simply add that position to a suggested coordinate list for that word.

Loop over the suggested coordinate list and "score" the word placement based on how many other words it crosses. Scores of 0 indicate either bad placement (adjacent to existing

words) or that there were no word crosses.

Back to step #4 until word list is exhausted.


think about sudoku - check mechanism of backtracing

10.02.2022

the glossary of productive play - VOL1

22.02.2022

FIRST PROTOTYPE OF CROSSWORDS BOOKLET

first prototype

the idea now is to create a booklet that includes special crosswords to access the content of our readings, a way to play around with crosswords and at the same time learn about gamification, productivity, modding etc..

the booklet will include:

-crosswords

-info points! ("do you want to know more about _____?")

-further reflective questions

-answers to questions to be found in the crosswords

-final glossary of productive play to be included

24.02.2022

28.02.2022

12.03.2022

the crossword booklet included in the loot box

the crossword booklet in form of post-its

how to re-imagine it?

TASK: KILL A LOT OF DARLINGS

16.03.2022

.personal glossary of productive play

https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play

.ideas

.content

you can't write letters

you can just write numbers

no scheme to follow

words go diagonally

many definitions same word

parallel crosswords: two next to each other (comparing method)

write the opposite of what the definitions say --> subversion method

Spoonerism

    • see questions, to be put underneath crosswords to ask for reflection

.shape

type of binding possibilities: double-sided (one side glossary / one side crosswords exercises, see BC-Img5.png)

smaller than a4

.myversionoftheglossary

GAMIFICATION: when the line between pleasure time and labour time starts to blur (competition, exercising more,

efficiency, rationalisation, not for your own profit)

application of game design elements and principles to non-game contexts

increases productivity makes things easier to do, is human motivation

the belief that labour can be fun

is it a tool?

PRODUCTIVE PLAY:


LOOT BOX: a lot of items in a box with a twist as final outcome, a variety of media

an object the user pay for in videogames to make their character look better, to make it easier for them to win the game

the player doesn't know what they're going to get

based on a surprise mechanism

the player pays for it

it's collectable

it's exclusively for you

it's an additional investment

it's exploitative

it's addictive

TO GAMIFY: go back to games using people's craving

SUBVERTING:

APPROPRIATION:

GAMES: adhering to rules, learning about reality without the consequences of reality

mimicking the system in place

computational systems

playable theory


ARTIFICIALITY:

TAYLORISM: scientific management, efficiency

a mechanism to increase productivity

IDEOLOGY: self-consciousness, the set of ideas that naturalises social-constructed beliefs

makes the subordinate class accept a state of alienation without revolting

are images, concepts, representations

is a structure imposed on the majority of humans?

social relations and processes are appropriated by individuals, hidden under common sense, that makes them valid and mystified

is profoundly unconscious (Althusser)

as a reaction to society changes

LABOUR: alienated work, not having control over the entire process of creating a product

DISPOSITIF:

FALSE CONSCIOUSNESS:


MAGIC CIRCLE:

ANTI-GAMIFICATION: artists that criticise ludic ideology by subverting the use of games

example: users can't interact/have minimal interaction/don't obtain anything by gaming

VIDEOGAMES: reproductive technology

ENTERTAINMENT: is the prolongation of work under late capitalism

POPULAR CULTURE: commercial, make a profit, it reflects popular dreams

associated with the manipulation of the culture of the people

what people do

forms and traditions which have their roots in the social and material conditions of a particular class


ADDICTION: uncontrollable use

non-chemical addiction

compulsive engagement in a rewarding experience despite serious repercussions

HOOK-HABIT-HOBBY: the process that gets the player into the game and makes it addictive (ice-breaker with a good deal)

IKEA EFFECT: something a user put a lot of effort, time, into. The added value people give to what they created, to the

attachment they have to what they made with their hands

ANCHORING: influencing users by attracting them towards a reference point (anchor). for example, attract them with a big

discount: the reference point is the starting point price, that was lowered. it doesn't matter if the price is still

really high. the fact that it's a discount is the only important point.

SOCIAL PROOF: the socially acceptable method/way of behaving should be paying

RESPONSIBILITY: the agency the game is giving to the users while taking decisions in a game. example: choose between three boxes.

MANIPULATION:

ACCESSIBILITY:


MODDING: player-driven modification of a computer game

unpaid gamers, players/consumers

PARASITE: noise in an informatic system

biological infiltration within a larger body

rats in a kitchen

to eat next to

part of the process of mutation

POACHING: on the property of others

GIFT-ECONOMY: a system of obligations incurred by giving and lending

OPEN-WORLD: open-ended artificial space in games, non-structural but with optional linear missions

SANDBOX: emphasize world building

GAMEPLAY: constructed, programmed moves towards a goal or mission

PLAY MATERIAL: changeable components of a game

FAN CULTURE


FREETIME: leisure practices included in humans' lives

LEISURE TIME: person's free-time activities

freedom to choose how to use your time

PLAY: an activity done during leisure time

TEMPORALITY: experienced time/lived time, what you receive by doing some activity?

INTERSECTIONALITY: the interplay of oppressive systems within a culture

your leisure time steals other people's leisure time

LEISURE CLASS: the economic ruling class, that is more present in consumption than production

.questions

just because it's gamified doesn't mean it's not working?

what is the border between game and reality?

can everything be turned into a game? // can play make people accept work?

is gamification an ideology?


if gifts serve to profit more, are they still gifts?

does gamification have any use/value? is it more desirable than traditional ideological systems (ex: catholicism)?

are people just manipulated? do they live in a permanent state of false consciousness?

how does cultural consumption change from the past to the present?


how do society and games change together?

is escaping reality the solution?

is gamification positive?

is work always negative?

is productivity always negative?

what's the booster for an ideology?


are modders co-developers?

who is the parasite? the player infecting the body of the corporate's host? OR the corporate fed by the free labour of the player?

is modding a hobby or a job?


does leisure needs to be "well-done"? healthy? productive?

what do you think is leisure?

.thematics

explain more in detail the choice of the definitions

Ideology

Loot Box

Productivity And Leisure

Modding And Videogames World

Predatory Schemes In Videogames

.the crossword experience during the launch

.the idea

The idea emerged to reflect on some of our main topics (slow-thinking, delayed rewarding, gamification processes, competition, individuality, productive environment) in a gamified way.

The player will:

1. Complete a puzzle to create a word, therefore to play a game to obtain a drink, instead of having a need and satisfying it immediately. It is a critic of loot boxes philosophy and serves to slow the pace down because the players can't get the drink immediately (delayed-reward and slow-thinking). 
2. By the end of the event, the public will have produced a collective work, a big crossword made by everyone in the room. It's a way to create interaction and criticise the videogames world that produces a lot of individuality and competition. Instead, this method invites the player to embrace collectivity and inclusivity. 

The clock goes faster when more people get in to, by the end of the event, access the loot box.

The crossword definitions are solved faster when more people get in (and take something from the bar) to, by the end of the event, access the loot box.

The crossword has been chosen because it's a very simple game, that everyone, of every age or culture or social status, could know. It's an accessible and simple and funny way to interact with these complex topics. The players present at the launch will experience the collective crossword and will go out at the end of the evening with a better knowledge of the topics.

.the materials

the complete productive play glossary crossword, printed on a big piece of paper and hung on a cork panel --> changed to 5 crosswords printed on vinyl to lay on the tables of the bar. 
the definitions printed on squared pieces of paper that the players can take and complete the word by using the letters provided --> changed to The definitions printed on squared pieces of paper that will be given to the player at the entrance in form of rolled paper with a sticker to seal it (see below). The player will pick one of the definitions from a transparent bowl: connection with lotteries and the responsibility of the user.
the letters split up in different squared pieces of paper//post-its blocks, positioned on a table where everyone can access --> changed to 3 black markers for the players to directly write on the crosswords to access a drink.
pins to pin the letters --> changed to deleted
a token made of plexiglass that the player will receive when completing one word of the glossary (solution to avoid continuous back and forth from bar to crossword, possibility for more people to play) --> changed to The player will be able to pick a nice plexiglass key-ring in form of letters that reminds the crossword from a bowl near the exit of the game. (no connection with the game)

.the connection with the content of the loot box

The game is a reference to the crosswords as well as an overview of the productive play glossary, that will be found inside the loot box and represents the research part of our project.

The post-its/squared pieces of paper definitions act as a go-between the content and the players, and obviously share the values and reasons why post-its have been chosen as the mean for this project.

.how is it going to be positioned in the space?

see https://pad.xpub.nl/p/si17-chae (floor plan proposal)

.production gallery

generate crossword for launch day

.the Experience explained

.the experience explained in general

.the xpubers kit

! NEED a protocol to simplify the use of the crosswords during the launch --> A methodology to be used so that xpubers are not going to freak out during the event!

.the materials

  • Solutions Sheet for every crossword, with title, words, clues.
  • Glossary of productive play (the glossary wiki page available printed for xpubers at the crossword table): If a person doesn't know the word, the second step in the Protocol FAQ is to read another sentence from the Glossary. If there is nothing to read for that word, move to the next step to solve the clue.
  • Protocol that includes: experience explained + things to remember step by step + FAQ

.The Protocol

When a player enters the Playing Room (The Bar "Fage Not Pound"), they will find someone waiting for them at the entrance that will explain to them what the experience will look like (see Protocol) and will offer them to choose an Avatar Name to write on an adhesive tag.

1. Explanation of the experience to give at the entrance

“Hello Player and welcome! You are now starting a new game session and before you get in, I have some information to give you.

You are entering a Productive Play Environment: this is a space where things happen differently than in the real world. You are obviously free to walk around, interact with others and pause the game if you need a break, or end the game by exiting the door (**indicate doors**).

What is different at Fage Not Pound instead, is the payment methodology: to be able to obtain refreshments from the bar you will have to solve one of the clues of the crosswords at the bar counter. There, they will explain to you more in detail the game's rules.

Another thing that is different at "Fage Not Pound" is time. You will find the explanation right there (**indicate wall**).

Before you go, please choose an Avatar Name for this game session, write it on one of these stickers (**offer a sticker and a marker**) and paste it on yourself.

If you have any concerns or doubts, there are moderators around the room that are constantly available to answer your questions. And remember to have fun!”

STEPS TO REMEMBER

1. Choose an Avatar name and paste it on their clothes with the sticker.

2. Pick a clue and solve it at the crossword counter to obtain refreshments.

3. Time is different.

4. They are free to exit and pause the game if they need.

2. Explanation of the experience to give at the Crossword Station

"Hello player *AvatarName*,

I welcome you at Fage Not Pound, a bar where leisure and productivity start to blur.

At Fage Not Pound there is one rule: you can't get a drink whenever you want. Before you can access the beverages, you have to solve the clue you received at the entrance.

We invite our visitors to slow the pace down and take their time to play the game and learn about Productivity, Leisure, Gamification and a lot more about the (Video)Games World.

You can complete the word now, or think about it, come back later. When you are ready, take one of these markers, write the word, get your drink!

If you want another drink, I advise you to go to a different crossword on this table the next time, they are 5 in total.

And if you need help, we are here for you!”

STEPS TO REMEMBER:

1. One rule: 1 word = 1 drink.

2. Take one definition for the crossword you’re in care of (there are 5), read it, solve it.

3. Use the Solutions Sheet and the Glossary of PP to help the players when needed, but don't give them the information too fast. We want them to take their time for the game.

4. They have to write down the word with the markers that will be available on the tables.

5. After they complete the word, offer them the best drinks we have!

6. Put the used definition in the used definition box and wait till the crossword is finished.

7. When the crossword is finished, clean it up and start again!

.FAQ
1. what happens if a player does not know the word?

If a player is not able to solve the clue, use this scheme to help them:

1. The first thing to tell them is that they can find someone to help them inside the room, someone they know, or they don't! 2. Give them some more info taken from the Glossary of Productive Play/from your personal knowledge or interest. 3. If they are still not able to solve it, give them one letter of the word.

2. Can a player complete more than one word to get another drink?

Yes, they can have as many drinks as they want, until they complete a word to get one. The rule is 1 word = 1 drink. The advice is to go every time to a different crossword to avoid repetitions.

.the Crossword Imaginary Grid Game inside the box

Gersande playing with the prototype of the Crossword Imaginary Grid Game

.instructions sheet for the Crossword Imaginary Grid Game

"Dear Player, The Crossword Imaginary Grid Game found you for a reason.

The aim of this game is to create a crossword grid with your hands and explore a part of the Glossary of Productive Play. There is a printed grid for you here, but if you want more, visit the website of this Special Issue. Take some time (leisure or productive?), place the pieces on a surface, on a wall, on your bed, on your cat's body.. and start playing!

Position the coded papers to recreate the grid. Follow the following scheme for every category:

I know it might sound complicated now, but I promise you that you will understand how to make it work while playing. There are four things you have to keep attention to while creating the grid:

1. A code (e.g. B7), composed of a letter and a number, defines the position in the imaginary grid.

2. The papers with the clues are not to be used during the grid's construction.

3. A content category gathers all the definitions that are part of the same crossword (e.g. loot box).

4. The papers having the same code could represent an intersection or the presence of two definitions, one going down and the other across. Find out which is which!

If you don't know the word, don't stress yourself out: these crosswords are meant to teach while having fun.

Yes, you heard that well, you are experiencing Productive Play! Enjoy the time you are taking for yourself!

It's okay not to finish it, it's okay to give up, it's okay to still be happy with it. And if you are really unsatisfied, just call some friends and have some fun together!

Remember, these are just instructions not to get lost. But it's okay to get lost. Get lost sometimes."

.which one to include?

There is no space for all the memo notes so I can't include them all. The choice is pending towards the Loot Box one, and the Productivity and Leisure.

The rest will be included on the website to be printed and played. Hopefully.

Final Version of Imaginary Grid Game inside the box

.396

.disclaimer

This crossword and its definitions are meant to teach the topics and thematics in the way we learnt about it. Definitions are not just formal statements, they are a mixture of encyclopaedic definitions, what we reasoned on, the sentences our teachers used. None of this work has to be taken as the Bible (how do I write this?). Some of them might sound weird, confusing, not the definition someone would expect, but all of this is meant and done intentionally.

In addition, these topics are in an endless evolvement and with especially a bunch of them there is not a right or wrong answer, because sometimes there is still no answer to some questions.

The aim of this work is to get people closer to these problems in order to raise awareness, but there is still a long way to understand, be conscious, and be able to change the situation.

[Disclaimer: This crossword and its definitions are a combination of dictionary and encyclopaedic definitions and our own discussions as a group. As such, they are meant as an invitation for further reflection.]

.bibliography

https://medium.com/@vanacorec/backtracking-and-crossword-puzzles-4abe195166f9

https://en.wikipedia.org/wiki/Crossword

https://en.wikipedia.org/wiki/Bananagrams

https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play