User:FLEM/Crosswords

From XPUB & Lens-Based wiki


.experiments

08.02.2022

screenshotcrosswords1

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

first prototype

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

.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

Spoonerism

    • 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 BC-Img5.png)

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

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. 

ser.

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?

.the experience explained

When a player enters the Playing Room (The Bar "Fage Not Pound"), they will find someone waiting for them at the entrance. An xpuber will explain to them what the experience will look like (see Experience Protocol) and will offer them to pick up a definition and choose an Avatar Name to write on an adhesive tag.

.the protocol

! 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!

Materials in the hands of xpubers to use if they are in care of the Crossword Station:

  • Solutions Sheet for every crossword, with title, words, definitions.
  • Alternative Solutions Sheet that includes alternative definitions/information/hints to give to the player.
  • Experience Protocol (what follows probably) that includes:

1. Explanation of the experience to give at the entrance/print on the walls

2. On how to use the definition (practical explanation)

3. Theoretical explanation?

.explanation of the experience to give at the entrance/print on the walls

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 now 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 (you will find an exit door at the end of the room **indicate the exit door*). What is different 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 counter. In "Fage Not Pound", a bar where leisure and productivity start to blur, we invite our visitors to slow the pace down, take their time to play the game and remember, the aim is not to solve the clue the faster, but to understand and reflect while doing it.

Another thing that is different at "Fage Not Pound" is time. (EXPLAIN SAMTEMP).

At the counter they will explain you more in detail the game's rules. Before you go, please choose an Avatar Name for this game, write it on one of these tags and stick it on yourself. Now, pick a definition from the lottery bowl and enjoy the evening!

If you have any concern or doubt, there are moderators around the room that are constantly available to answer your questions. And remember to have fun!

2. On how to use the definition (practical explanation)

go to the table

find the crossword your definition is part of

look for the position of the word you have to guess

if you don't know the word, don't worry!

3. Theoretical explanation?

.explanation of the experience to give at the bar/Crossword Station

"Hello player *AvatarName*,

I welcome you in Fage Not Pound, a bar where leisure and productivity start to blur.

Have you ever thought that a bar is a place where people go to work, but also to meet up with friends, relax, take a break?

At our bar, we offer our visitors an exclusive experience: Productive Play!

Productive Play means ...

This is not a normal crossword, so do not expect to be able to solve all the definitions in the same way, following typical crossword methodologies.

The aim of this game we offer here at Fage Not Pound is a bit different. We want our visitors to learn about Productivity, Leisure, Gamification, Predatory Schemes, Ideologies, through the use of this game.

At Fage Not Pound there is a rule: you can't get a drink whenever you want. We want to highlight slow thinking because we think that delayed gratification will definitely taste better!

TBC

.FAQ

1. what happens if a player does not know the word?
  • Find someone to help you in the room.. someone you know, or you don't!
  • Give some more info taken from the Alternative Solutions Sheet
  • Give one letter of the word

.the Crossword Imaginary Grid Game inside the box

Gersande playing with the prototype of the Crossword Imaginary Grid Game

.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 (and hopefully have some fun on the way!) Take some time (will this game make your time leisure or productive?), place the pieces on a surface, on a wall, on your bed, on your cat's body.. and start playing!

-Inside, I prepared for you the DEFINITIONS of the words and GRID-SQUARES to recreate the grid. To recreate the grid, follow the following scheme for every content category:

- I know it might sound complicated, but I promise you that you will understand how to make it work while playing. There are three things you have to keep attention to while creating the grid: 1. One code (e.g. B7), composed of a letter and a number that define the position in the imaginary grid. Position these as the first step! 2. In addition to the code that indicates the starting point of the word, the definitions papers will also contain the clues to solve the crossword. 3. A content category that gathers all the definitions that are part of the same crossword (e.g. Ideology). But maybe you can play around with this..

-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 this 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!

- If you want some more.. check our website for more content! And remember, these are just instructions not to get lost. But it's okay to get lost. Remember to 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.

.396

.bibliography

https://medium.com/@vanacorec/backtracking-and-crossword-puzzles-4abe195166f9

https://en.wikipedia.org/wiki/Crossword

https://en.wikipedia.org/wiki/Bananagrams