User:Supisara/Special Issue 17: Difference between revisions

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'''1.) Contributions'''<br>
* "Special Issue 17" Bitsy font with Jian. Applications: the loot box, event signage, event games, [https://issue.xpub.nl/17/ website]<br>
1.1.) "Special Issue 17" Bitsy font with Jian. Applications: the loot box, event signage, event games, [https://issue.xpub.nl/17/ website]<br>
* Filling the box with Team 1, Jian, Alex: (see: [https://pzwiki.wdka.nl/mw-mediadesign/images/e/ef/Production-line.jpg production line diagram by Alex])<br>
1.2.) Filling the box with Team 1, Jian, Alex: (see: [https://pzwiki.wdka.nl/mw-mediadesign/images/e/ef/Production-line.jpg production line diagram by Alex])<br>
* "Unfinished Thoughts" raspberry pi + monitor setup<br>
1.3.) "Unfinished Thoughts" raspberry pi + monitor setup<br>
* [https://pad.xpub.nl/p/si17_playlist Soundtrack suggestions ((in blue) concept: non-game music that says game music)]: one of the proposed songs was selected for the loot box reveal
1.4.) [https://pad.xpub.nl/p/si17_playlist Soundtrack suggestions ((in blue) concept: non-game music that says game music)]: one of the proposed songs was selected for the loot box reveal
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<br>
<br>
In detail:


=== Reflection ===
=== Reflection ===


See [[User:Supisara/Special_Issue_Reflections|wiki]].
See [[User:Supisara/Special_Issue_Reflections|wiki]].

Revision as of 18:40, 27 March 2022

Special Issue #17: Productive Play

Group exercises

Date Pad Description Output
19/01/22 SI17 Ideology & gamification One-sentence game ideas, one-sentence loot boxes with everyone
19/01/22 RW&RM Annotation of an object of ideology Map with Gersande, Carmen, Miriam
02/02/22 RW&RM Productive Play glossary Glossary wiki Contributions (with Kimberley): "tempo vs. rhythm", "collective sensitivity(sensibility)", "artificial standard"
08/02/22 SI17 Modding, fanfic Miller's Hollow fanfic wiki with Kimberley & Chae
16/02/22 RW&RM Describing the loot box

Research

Resources based on my interests of the loot box:

Topic Description Source
Loot box variations A loot box doesn't necessarily have to come in the form a box incubators, paint brushes, skins, iOS app, STEM box, an AE script/plugin
Loot box characteristics The critical persuasive moment for a loot box purchaser special moves, rush launches, trap cards

Observations

  • time, sound, and motion-based triggers
  • surprise pipeline: a "surprise" but only for those at the receiving end?
  • packaged "randomness" in bundles/kits/subscriptions

Experiments

  • Visualizing loot box characteristics (from workshop game ideas with Steve). Game concept: delayed rewards/no thrill of the chase
  • Etherpad ↔︎ Bitsy jam with Jian

Deliverables

"This Box Found You For A Reason"

Phase Contribution
1.) Processing

1.)
3.) Group meeting facilitation with Emma on topics re: share & recap of prototypes, price & accessibility of the loot box, community & launch––see pad, summary

2.1) Production: "Unfinished Thoughts" Bitsy game with Jian

1.) Pad: Collaborative discussion
2.) Pad: Individual reflection
3.) Pad: Collaborative reflection
4.) Bitsy: Individual experiments: first draft
5.) Bitsy: Combined experiments
6.) Bitsy: The finished "Unfinished Thoughts"

2.2) Production: Inside the box/content With Erica, Mitsa, Kamo (see: pad)

1.) Post-its
1.1.) Content curation: (see: sheet)
1.2.) Concept: (see: pad 2)
1.3.) Design: (see: Figma,)

2.) Website
2.1.) Overview:
2.2.) Mockups:
2.3.) Setup: vscode, git

3.) Launch


Reflection

See wiki.