User:FLEM/1.2: Difference between revisions

From XPUB & Lens-Based wiki
No edit summary
No edit summary
Line 379: Line 379:


FNP is a bar: a bar is a place where labour and play blur. In a bar there are people working on their laptops, reading books, drinking coffee, having work meetings, having meetings with friends, eating, taking breaks from work... it becomes a place for discussions
FNP is a bar: a bar is a place where labour and play blur. In a bar there are people working on their laptops, reading books, drinking coffee, having work meetings, having meetings with friends, eating, taking breaks from work... it becomes a place for discussions
==Gallery==
<gallery>
Invitation_image_RGB-04.jpg| Invitation Image
Invitation_image_RGB-05.jpg| Invitation Image
</gallery>

Revision as of 14:39, 24 March 2022

.my notebook is the place where everything is // i like to annotate in there what get stuck into my brain for one reason or another (//not all the thoughts are my exclusive property)

.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"

.not from my notebook 07.02.22

Prootyping class: playing around with puzzles and mazes. I have a long-term love for crossword (especially in summer time) and think that it could be fun to play with it this semester.

CHeck this page out! --->>> Crosswords

.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

.from my notebook 16.02.22

.what does it mean to subvert?

subverting with a purpose

how the audience is empowered

rebalance the relations

unknown items

surprise/excitement/gambling(risk/adrenaline)

reward/collectionable

payment

progress in the game

exclusive(=fast-thinking)

designed in a desirable way for vulnerable players

immediate reward (hack the natural temporality of the game)

habit

emotional response

.what to subvert?

temporality, addiction, reclaim leisure time, beat capitalism mechanisms, print on demand, not instant reward, user contribution

.from my notebook 21.02.22

.what characteristics are we subverting?

1. collaboration vs competition

2. contents not consumed instantly

3. different ways of interaction (online platform, collective purchase, sharing loot boxes)

4. no end visual has been aimed and achieved

.leisureVSlabour

turn a job into a game and viceversa

parasite your mother's kitchen

cook a cupcake for someone you hate

watch the sunset every day

tell a lie

go home through a new and different path

it depends on:

1.amount of time you dispose of

2.context

3.reason

4.mood (you are in)

5.money

is it leisure time if you do it for someone else?

.not from my notebook 23.02.22

.Behavioral Game Design

Some common terms in behavioural 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 fulfil the contingency. This could be killing a monster, visiting an area of the game board, or using a special ability.

.from my notebook 23.02.22

Shira Chess Lecture

is productivity a problem?

id it for us or a bigger system?

if it's compulsory is it not leisure?

are video games leisure time or learning training time?

agency empathy community

should we get used not to seeing people in real life?

.not from my notebook IF YOU FEEL LOST TOOLKIT

questions and doubts answered

1) We want a collective work and not individual projects....

Every of these layer is part of the whole project it’s not working individually because we have a master plan, a common purpose the projects/games inside are not individuals, but obviously some people will need to take care of them more than other people that will need to take care of the other parts, that are EQUALLY important.

2) we don’t have time to prepare the objects to be published and put in the box...

We are a team of 12 people and if we split up into these 3 groups proposed then this section will not be so overwhelming as we can think. There will be all the others that will take care of the other parts!

3) what about the community?

community is made to connect the user with other people and this can still be done through the jigsaw puzzle and a special webpage JUST FOR THIS. This would work great because then we are going to have a community but it’s not the only thing the loot box will work around.

4) How do we keep the work consistent, with a common line if we have all different types of games and objects?

what will reunite all of our games and objects is the loot box itself. They are all part of the same intent, so we don’t need another object inside the loot box that works as a container for our works. Each thing has its own form(at) but the frame that holds all this together is literally the physical loot box.

5) How do we keep working the reflection towards instant reward if the objects are all there?

Some objects will require more time and/or collaboration than others. This will be an important feature of the loot box, as described in “the three layers” diagram. For example, we can create regulations and limits to make the user take more time to connect with a game or create the necessity of other people through a multi-player game, like the role play cards.

6) what about the surprise feature?

There are many many ways to play around the surprise effect, that could be for example, including different games in different loot boxes. If this is not acceptable, we can create a surprise effect with the physical loot box or through the accessibility part that hasn’t been taken into account till now.

7) what do we mean with accessibility?

It means how the user will arrive to the loot box, what they will have to do to buy it, open it, interact with the games, how it is going to be showcased, advertised, REMEMBER that we can make this process really funny and interesting, even more than the games itself

.proposal for launch

create a path to follow through different chapters where we can organise discussion tables or game tables where to try out the games inside the box? -->> EXPERIENCE THE TOPICS

.from my notebook 08.03.22

>>WHAT IS OUR COLLECTIVE APPROACH? WHAT IS THE STORY WE WANT TO TELL?<<

creative work environment // WORLD BUILDING --> IDEOLOGY BUILDING

playing games together

WORLD OF PRODUCTIVITY "POST-IT PARADISE"

.questions

how will the users experience the activities?

can people buy a loot box before the surprise moment?

do we want to write something on the box?

how is made an office welcome kit?

props and themes to be experienced in specific office rooms? with different temporalities

.from my notebook 09.03.22

"how are the experiences of the launch connected to the content of the loot box?"

NARRATIVE: experience the theoretical topics

SETTING: FNP, a productive environment
METHOD: gamification

create an experience to understand a traditional loot box

"how do you infiltrate leisure into this productive environment?" --contemporary world and the need to make even leisure productive

VISUAL IDENTITY:

office cheap colours, neon acrylics colours

bitsy typeface + corporate type for the texts

.ideas

1) Find a place inside the productive environment for the loot box

2) Make the loot box available at all times --> create a short-cut to access the loot box if a person doesn't have time

3) Maps and post-its to document the event and map to experience the content of the loot box during the launch

4) missions&props to reveal the loot box --> remember time with the loot box

5) cards with the definitions of games --> on the back something related?

6) music/soundtrack--> record voice like videogames

.from my notebook 10.03.22

is the loot box special or not special? is it unique or not?

the randomness of the loot box: it's not random, it's an algorithm; the content is already defined;

our loot box holds reasoning and interpretation

can we donate the profits to an association that works with video games addictions and issues?

FNP is a bar: a bar is a place where labour and play blur. In a bar there are people working on their laptops, reading books, drinking coffee, having work meetings, having meetings with friends, eating, taking breaks from work... it becomes a place for discussions

Gallery