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.special issue 17 // 10.01.22_25.03.21

.not from my notebook 01.02.22

    • interest recap

relationship between videogames and society

false consciousness

games that mimic the system (simulation games)
games not as escapism, but as social game that gives rather than taking (so tapping into positive forms of sociality, that genuinely improve your well being)
games as an extension of reality (as opposed to a simulation) 
Games against false consciousness

Can gamification function positively? (the idea of having fun doing something)

Dream Job (struggle with the idea of "false consciousness" ...)

The multiple-objects-aspect of the loot box

Bridging the physical and the digital is appealing

Games inside the game inside the game... appealing

Matroska Dolls (michael spealking here;... we should watch Cronenberg 's Existence, Canterbury Tales 1001 nights (Arabian Nights); Decameron; are the classier examples ;) Oh and Inception! Not wearing the feminism shirt if you're not part of that lived experience. We're part of a system, how to work from there? Interested to focus on the public this time, what we're doing, why we're doing it, like Mitsa said. Make sure that the public understands what they're talking about Ref to the angry youtube vlogger Jimquisition Michael: We were talking about this this morning, how it is interesting to be "knowing where you are". At the same time i was totally enjoying finding academic articles that talked about the same thing. But also, i would not have found these articles if this video did not present the issue like this. Steve: it's similar with Conrad, it's not only about what they say, but also want to know more about what motivates such a person to make such video's, statements, backgrounds

Difficulties? Transforming these ideas into practice because she just wants to read more and know more.

Prototyping? I would like to make something physical / but also digital programming/javascript see how games are made finding methods to translate readings and ideas into something else difficult to take position: teach something? show something? Finding a way to activate the mechanisms of gamification Focus on less things but for longer, more time to play around

Mitsa: Geneology/history of loot boxes Emma: Maybe it will also help to see other examples of what can be seen as a loot box? FOR NEXT WEEK?: find examples of lootboxes in the "wild"

.from my notebook 08.02.22

start from gamification . predatory monetization like loot boxes . how to reappropriate with leisure?

.from my notebook 09.02.22

Games are computational systems, games are PLAYABLE THEORY (make theory playable)

they succeed because they explain really complex systems/issues/challenges in an easy way --> CAN THEY FOSTER THE MINDS THAT CAN TACKLE COMPLEX CHALLENGES?

REMEMBER: our loot box is made of content and mechanics --> think about the environment around the loot box + what's inside

1.content inside the box
2.outside part of the box
3.environment around the box

IDEA: talk about the social side of games --> friends playing a game where they have to play a game together in which they play a game together in which they play a game together in which they play a game together in which they play a game together ..................................keep you updated on this --> friends into friends into friends into friends

    • videogames addiction, escapism from reality

subvert everyday life

point at the power relations of society and destroy them

take reality and exaggerate a but not make it too unreal

are games not the space to talk about social issues?

how to subvert the lootbox?

      • question from the 15.01.2022

--> take a blackboard and write down all the features and characteristics of the loot box to be able to SUBVERT IT

can we create a game to play the game and get the loot box? --> see kamo's idea

a. every game is a representation of a real-world system; made to explain really complex systems/issues/challenges in an understandable and simplified way (synthesising aspect)

. "make theory playable"

b. theory of a system: what are the artefacts that the game is representing?

extract some elements to represent

c. using symbols or stereotypes to attract the audience to the loot box and then sneak in with what's the meaning, trolling the user

regulations to subvert the loot box

what if we create some regulations (like an API) to follow in order to have access to the loot box, rules that are the opposite/ a subversion of what a loot box generally does?

the idea is --> create a SAFE environment around the moment in which the user will open the loot box.

an example of the moment in which the person has received the loot box and has it in their hands:

from the outside, the loot box is really nice, but after you get in you can't go on opening unless you follow the regulations imposed by the loot box.

  • outside label?

hello dear user, we want to congrats you on choosing this amazing loot box! you have done the best choice and we imagine you cannot wait to see what will happen inside.

a. after reading the welcoming letter, the user opens the box.

b. inside they will find another box (or many little ones or idk yet) ( + i am a lot into the idea of game in a game in a game in a game so can't really get rid of it eheh surry) where there will be another letter for the user: "find a nice spot that makes you feel relaxed, take a deep breath, look around, feel the breath, and now enjoy the surprise"

c. another box: "you are allowed to open this box just in presence of some friends (or random people you'd like to share this with !! here to remember not everyone has close friends to share things with therefore find a sentence to make it doable for everyone)

d. another box: "we recommend opening this box during a sunny day"

---to be continued

how not to oversimplify?

complex systems VS oversimplification?

explanation of everything is inside the fame also further reading underneath (stuff not shown in the game)

take a little glimpse of information and use it for a scene and then more on split into easier steps

how to keep the engagement level high?

who do you want to talk to political communication? think about the degree of political engagement of your public

    • additional thought on the temporality of the loot box:

.gain access to the work

.make the work to be done in order to get the loot box already valuable in the act itself

further questions on the existence of the loot box

what is the context? what's the game around the loot box?

try to upsell something that the customer is already interested in

gambling feature to be subverted

.not from my notebook 23.02.22

Behavioral Game Design

Some common terms in behavioral psychology as they apply to game design considerations:

Reinforcer: An outcome or result, generally used to refer to a reward. Examples: an experience point, winning a level, a bigger gun.
Contingency: A rule or set of rules governing when reinforcers are given. Also referred to as a schedule of reinforcement. Examples: a level every 1,000 experience points, a bonus level that is only available if you kill a certain opponent.
Response: An action on the part of the player that can fulfill the contingency. This could be killing a monster, visiting an area of the game board, or using a special ability.