User:Supisara/Special Issue 17: Difference between revisions

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=== Reflection ===
=== Next steps ===


See [[User:Supisara/Special_Issue_Reflections|wiki]].<br>
1.) Reflection: See [[User:Supisara/Special_Issue_Reflections|wiki]].<br>
 
2.) Developed interests/further research:
Developed interests/further research:


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Revision as of 23:31, 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 isn't always in the form a box incubators, paint brushes, skins, iOS app, STEM box, an AE script/plugin
Loot box characteristics The movie trailer moment of a loot box special moves, rush launches, trap cards

Observations

  • time, sound, and motion-based triggers in relation to instant vs. delayed gratification
  • the surprise pipeline: a "surprise" but only for those at the receiving end
  • packaged selections of "randomness" in the form of bundles/kits/subscriptions/zip files
  • realization #1: pieces of a puzzle can fit if you force it hard enough (bonus: and form a new picture)
  • realization #2: why solve something that's already been solved? (re: puzzles with results on the box) (how about: puzzles where you don't know what you have to solve, the only way to find out is to just try––the "surprise" will happen in the end)

Experiments

Date Description Output
10/02/22 Soldering a DIY game console (WIP) in an attempt to hack the games that come with it (see also: build guide). Current issue as of 11/02/22: soldering joints (see photo of back).
Makerbuino (front)
Makerbuino (back) (with faults in green)
14/02/22 Arrow maze Bitsy game (test/WIP), inspired by the "loops and traps" maze. Goal: create a double maze where the arrows alternate between two directions, where the avatar is also an arrow. v1
v1 preview
16/02/22 Visualizing loot box characteristics (from workshop game ideas with Steve). Game concept: delayed rewards/no thrill of the chase.
repel to attract
individual-collective time sync
28/02/22 Visualizing the loot box in a Bitsy environment v1

Deliverables

Phase Contribution
1.) Processing Group meeting facilitation with Emma on topics re: share & recap of prototypes, price & accessibility of the loot box, community & launch (see: pad, summary)
2.) Production 1.) "Unfinished Thoughts" Bitsy game with Jian

1.1.) Pads
1.1.1.) Collaborative discussion
1.1.2.) Individual reflection
1.1.3.) Collaborative reflection

1.2.) Bitsy
1.2.1.) Individual experiments: first draft
1.2.2.) Combined experiments
1.2.3.) The game: The finished "Unfinished Thoughts"

2.) SI17: Contents/Inside the box with Erica, Mitsa, Kamo (see also: pad, proposal, Figma git, tool)

2.1.) Post-its
2.1.1.) Design (see wiki)

2.2.) Website
2.2.1.) Overview:

3.) Launch

- "Special Issue 17" Bitsy font with Jian. Applications: the loot box, event signage, event games, website
- Filling the box with Team 1, Jian, Alex: (see: production line diagram by Alex)
- "Unfinished Thoughts" raspberry pi + monitor setup
- Soundtrack suggestions ((in blue) concept: non-game music that says game music): one of the proposed songs was selected for the loot box reveal


Next steps

1.) Reflection: See wiki.
2.) Developed interests/further research:

Topic Description Reference
Bitsy hacks Customizable WebGL transitions Transition hack by Sean S. LeBlanc
Merging environments of tools (Bitsy ↔︎ Etherpad) Navigation (key presses), display ("Special Issue 17" font) Reference
Computer vision Information distortion in preview mode