User:FLEM/Crosswords
.experiments
08.02.2022
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
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
- 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 )
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
.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
.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