Games Across MediaBlog
reflections about cross media, participation, and play

pervasive games

Citizen Productions : Produzioni Dal Basso

I am adding a new link, real wealth of information, about grassroots media productions, often bordering with media activism. It is not by chance that many of these productions or actions involve the use of different media, employ cross media storytelling or cross media distribution strategies.Their name is Produzioni Dal Basso (bottom-up productions), unfortunately only in Italian, I will try and translate all their posts regarding cross media productions.

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Picnic 3 - RFID tags

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On September 29th, 2007 at 19:09

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Posted in future, crossmedia, event, pervasive games

Definitely Picnic is all but a no-frills conference. A central salon looking like a slightly under-toned Biennale, wall sized projections, giant faces half open, performance actresses with heart-shaped heads, human avatars you can control though a mike (the Girlfriend Experience), press rooms with floors made of wood scraps, and above all the omnipresent RFID tag machines proposed by Mediamatic, to put to good use the RFID tags you would be given at the conference.
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My favorite has been of course the Friend Drink Station, that would print free drinks coupons, too bad I accidentally deleted all the pictures from Amsterdam, and I can’t find a picture of it online.
Here is the iTea Table, that would show information about you to others when you sit,
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and the photo booth, to take pictures of you with somebody else and have the pictures immediately published on Flickr and the profiles of both (you need to be enrolled to the Picnic network in order to access all this fun stuff) would become connected on the Picnic network, and so on.
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Oh well. This and more you could do with your RFID tags; at the end of the first day, after a lifetime of spy stories and movies, I felt so nervous that I slipped my tag into a nearby lady’s bag on the bus. Just in case.

CANCER UK ARG - call for projects

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On September 27th, 2007 at 15:09

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Posted in ARG, participatory culture, crossmedia, pervasive games, competition

November 16 is the deadline for the overly interesting call for projects by Cancer UK research, to produce an ARG to raise attention about, and most importantly funding for, cancer research.
There is no real prize (a meagre £1000 per team) but the winners will receive infinite publicity and will get production tips and assistance from some seriously creative (and famous) professionals. Here it is.
One comment: I really hope this will be a great fundraising event, but I also hope the winner ARG won’t create a model for commercial ARGs devoted to less noble purposes..
Also, when I started thinking about an actual game project, after some minutes I begun feeling this urge for knocking on wood, which I guess is also the average reaction of average people when thinking about cancer; I am really curious to know how the winner project will be able to overcome this attitude.

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Come Out & Play festival - program

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On September 13th, 2007 at 21:09

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Posted in mixed reality games, locative games, event, pervasive games

The program for the Come Out & Play festival is finally available - highlights of originality (for me) are “3001 - a new kind of collaborative musical gameplay” where players participate to a musical performance via cell phones - I remember vaguely an art performance employing the same principle, but I ll have to check. The innovation is that each cell phone controls an avatar on the screen and the avatar’s movements determines the music - uhm - really curious about that.
Otherwise we have the classic (human) “Snake”, Bocce games to discover the city of Amsterdam, virtual soccer, water gun fights, Pong projected on a building (in 2006 it was Space Invaders), street tagging, three photo hunts, a spy game, outdoor puzzle game with lasers (! I want to see that!), a game set in virtual Africa (last year it was virtual Bagdad). I was pleased to see that at least one third of the creators of these games were women, then it is true that cross platforms game production attracts creators from both sexes while single platform (PC/PS2 etc) attracts mostly male creators because all the existing productions show a strong gender connotation. Anyway, gender issues are not the topic of this blog, they are the topic of the factory blog, the official blog of Factory Girl, regarding women and games, take a look (a bit of cross advertising :-)

CFP Mediacity conference

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On August 6th, 2007 at 19:08

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Posted in locative games, event, pervasive games, CFP

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Mediacity - Situations, Practices and Encounters will take place in Weimar, Germany, 18-19th January 2008
the call is not just for papers but also for architectural projects and media art projects, all to explore how “the social settings and spaces of the city are created, experienced and practiced through the use and presence of new media”.

Very cool. Deadline 1st October 2007 for extended abstracts

Organized among others by Frank Eckardt and Kostantinos Chorianopoulos (I mention only the ones of which I read something, sorry) the angle should be very interdisciplinary, and that’s what we need.

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Green Challenge - creative minds united against global warming

“Creative Minds United Against Global Warming” was the slogan I wrote on last year’s Christmas cards, I never thought it would become a competition, with a juicy prize of 500.000 euros..
Born from the union of the Dutch Postcode Lottery and PICNIC network, the same organization behind the Cross Media Week, the Green Challenge is a competition to create a product or a service to help fight climate change. The idea must be realizable on the market within two years. In addition to the prize money, the winner will receive expert coaching and support for the implementation of the idea.
Deadline for entries is August 30
Help save the world!

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The Ruyi - pervasive game in Venice

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On July 14th, 2007 at 21:07

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Posted in event, pervasive games, Italy

H-Play, a sub-branch of H-Farm, italian cluster of media creation studios, has organized a urban game set in Venice called The Ruyi - GPS antennas and locative devices are just a tiny element in solving a big mystery layered with cultural references to the always beautiful city of Venice. The christening is December the 1st 2007.

Pergames - participatory fitness

Another main feature of Pergames and ACE conference is what I would like to call “participatory fitness”, that is technology-mediated sociable situations to exercise together.
The recent proliferation of “sociable fitness tools” is perhaps unrelated to the mild success of EyetoyTM: Kinetic, pseudo-game to exercise with your Playstation, and maybe is rather dependent from the latest fashion of motion detection devices.
Anyway, Pergames features a number of “networked exertion games”, like “Breakout for two”, cross between soccer and the computer game “Breakout”. Both players kick a ball against a physical wall, where is projected a lifesize videoconference image enabling the players to interact with each other (why should people play soccer indoors instead of simply meeting outside, I don’t get) - “Airhockey over a distance” repeats the same concept, of two players separated each with an airhockey table, and “PushN’Pull”, in which two remote players are basically pulling the same exercise bar in opposite directions (the two exercise bars remotely communicate data about strength and direction); “Table Tennis for Three” enhances the concept involving remote players, while “Jogging over a distance” offers social joggers a “jogging together experience” although geographically apart, via headphones and devices to track the joggers’ speed. “Fitness Adventure”, from another research group, tries and combine location based games with fitness, enhancing sociability and the opportunity for face to face interaction.

The common tract of this new generation training projects compared to the Playstation is SOCIABILITY; the main goal is to do something (in this case fitness) and do it together.
Some try to connect persons living in different places, as the web does, others try and organize LOCAL GROUPS, in the style of web 2.0, a virtual stratagem to create connections in real life.

As usual, new technologies supply to insufficiencies in (western) society to provide aggregation sites and motives - when will all these “sociable systems” be noticed by State organs, like for instance social security, and be employed for public use?
The social potential of pervasive, locative and mixed reality games is huge, I want to read more from the Convergence Consortium at MIT and see if Jenkins and the group actually talk about a “participatory revolution”, although the word “revolution” is not so hot anymore.

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CFP FuturePlay

another great chance to ponder about the interrelation between cross media structure and games, and another call for papers that I am going to miss:

“The Future Play Conference focuses on three main themes. The first theme, future game development, addresses academic research and emerging industry trends in the area of game technology and game design. The second theme, future game impacts and applications, includes academic research and emerging industry trends focused on designing games for learning, for gender, for serious purposes, and to impact society. Finally, the third theme, future game talent, is designed to provide a number of industry and academic perspectives on the knowledge, skills, and attitude it takes to excel in the games industry.

Future Play addresses these issues through exciting and thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper sessions, panel sessions (including academic and industry discussions), workshops (including design, technology, and career workshops), and exhibitions of posters, games, and the latest game technologies and supports from industry-leading vendors. The highlight of the games exhibition is a peer-reviewed competition of games in three categories: Indie Games, Serious Games, and Student Games.

For Future Play 2007, Algoma University College teams up with the Ontario University Institute of Technology to bring you some of the most thought provoking and talented people in the gaming world today.”

Submission deadline: June 30, 2007

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CFP “Come out & play”, Amsterdam, September 21-23

Create your own locative game and organize it at the second edition of the “Come out &Play” festival in Amsterdam, within the Cross Media Week (September 21-29)
Games of the previous edition included spy games, sonic pong (! I have to ask how they did that!) make your own picture puzzle and conquer the city making phone calls.
These are great times for creative people…

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