SI17 summaries of group meetings: Difference between revisions

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=== Summary ===
=== Summary ===
Possible loot box scenarios:
'''Form:'''
   
scenario 1: the loot box is a physical box that contains something (f.e.: perfumed shiny coloured box, or jewelryb ox or like a gift or... )
scenario 2: The loot box is not a box but another object that contains something (it's a usb-key, a jar, a shrine ...)
scenario 3: The loot box is not a box but a physical object that points or redirects towards something else (f.e.: glasses you wear, something you already own, something you don't have, a gift card, an invitation to do something)
'''Features:'''
traditional loot box
 
scenario1 1: the loot box works as a traditional loot box, you buy it at the store and its contents are a critique about lootboxes, gamification, labour etc.
Accessibility scenario:
Scenario 2: The loot-box can be accessed (= opened or purchased) upon solving a quest (a puzzle?)
Scenario 3: The loot-box can be accessed with a key (password, physical key).
Scenario 4: The loot box can be accessed after following a set of instructions.
Scenario 5: The loot-box can be purchased under a set of conditions.
Community/audience building scenario:
Scenario 6: The purchase of the loot-box grants an access to a community. It is possible to chat/meet with other loot-box owners.
Scenario 7: The items in the loot-box are complementary and it is necessary to connect with other loot-box owners in order to assemble the pieces together.
Scenario 8: The purchase of a loot-box can only be made if it involves more than one individual.
'''Contents:'''
collection of different games scenarios:
scenario 1: the loot box is a collection of well known games with uncommon rules
scenario 2: the loot box is a collection of the prototyped games we did so far curated in some kind of form (matrioska boxes, critical settimana enigmistica, onesentencegame etc)
scenario 3: the loot box is a collection of mini-games + an ultimate game that has to be performed with other
players that purchased the LB
Variation on the same item scenarios:
scenario 4: the loot box contains a variation of something (cards, maps, mazes, fortune cookies, annotated texts, advices to gamificate your life) on the themes we have discussed so far
scenario 5: the loot box is the same game but every week the rules change (through online platform)
scenario 6: the loot box contains a series of jigsaw puzzles but their pieces are scattered through all the boxes and there is a platform online where you can see the missing tiles.
Single game scenarios:
scenario 7: the loot box is a karaoke with some instructions or added text-based material
scenario 8: the loot box is a RPG (with cards or masks) that allows players/payers to interact
scenario 9: the loot box is a usb stick with a modding program or a crack (also a crack for our game)
scenario 10: the loot box is a book (something between a D&D manual and the crosswords thing)


== 21.02.2022 ==
== 21.02.2022 ==

Revision as of 13:59, 22 February 2022

18.02.2022

Facilitators of meeting: Erica, Kimberley

Pad: https://hub.xpub.nl/soupboat/pad/p/group_meeting_18022022

Summary

Possible loot box scenarios:

Form:

scenario 1: the loot box is a physical box that contains something (f.e.: perfumed shiny coloured box, or jewelryb ox or like a gift or... )

scenario 2: The loot box is not a box but another object that contains something (it's a usb-key, a jar, a shrine ...)

scenario 3: The loot box is not a box but a physical object that points or redirects towards something else (f.e.: glasses you wear, something you already own, something you don't have, a gift card, an invitation to do something)


Features:

traditional loot box

scenario1 1: the loot box works as a traditional loot box, you buy it at the store and its contents are a critique about lootboxes, gamification, labour etc.

Accessibility scenario:

Scenario 2: The loot-box can be accessed (= opened or purchased) upon solving a quest (a puzzle?)

Scenario 3: The loot-box can be accessed with a key (password, physical key).

Scenario 4: The loot box can be accessed after following a set of instructions.

Scenario 5: The loot-box can be purchased under a set of conditions.

Community/audience building scenario:

Scenario 6: The purchase of the loot-box grants an access to a community. It is possible to chat/meet with other loot-box owners.

Scenario 7: The items in the loot-box are complementary and it is necessary to connect with other loot-box owners in order to assemble the pieces together.

Scenario 8: The purchase of a loot-box can only be made if it involves more than one individual.


Contents:

collection of different games scenarios:

scenario 1: the loot box is a collection of well known games with uncommon rules

scenario 2: the loot box is a collection of the prototyped games we did so far curated in some kind of form (matrioska boxes, critical settimana enigmistica, onesentencegame etc)

scenario 3: the loot box is a collection of mini-games + an ultimate game that has to be performed with other players that purchased the LB

Variation on the same item scenarios:

scenario 4: the loot box contains a variation of something (cards, maps, mazes, fortune cookies, annotated texts, advices to gamificate your life) on the themes we have discussed so far

scenario 5: the loot box is the same game but every week the rules change (through online platform)

scenario 6: the loot box contains a series of jigsaw puzzles but their pieces are scattered through all the boxes and there is a platform online where you can see the missing tiles.

Single game scenarios:

scenario 7: the loot box is a karaoke with some instructions or added text-based material

scenario 8: the loot box is a RPG (with cards or masks) that allows players/payers to interact

scenario 9: the loot box is a usb stick with a modding program or a crack (also a crack for our game)

scenario 10: the loot box is a book (something between a D&D manual and the crosswords thing)

21.02.2022

Facilitators of meeting: Miriam, Gersande

Pad: https://hub.xpub.nl/soupboat/pad/p/group_meeting_21022022

Summary

28.02.2022

Facilitators of meeting: Emma, Supi

Pad:

Summary