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Transforming Community Through Pervasive Play
Jeff Watson
@remotedevice
PhD Candidate, Interdivisional Media Arts and Practice
USC School of Cinematic Arts

February 2, 2012
School of Cinematic Arts

                           interactive media

                                                   film/video
Broader USC Community
                                                   production
       fine arts

    communication                                      critical studies

     engineering

                                                   animation

                             screenwriting
Alternate Reality Game
Reality Ends Here   2011
Graffiti, Old Lucas Building Walkway
1980s
USC School of Cinematic Arts Buildings
1930s, 1970s, 2000s
Pervasive Games
per·va·sive adj pər-ˈvā-siv, -ziv : existing in or
spreading through every part of something
The transformative potential of pervasive games
lies in the fact that they can be more than just a call
to action -- they can be the action itself.
The Future
Committee
March, 2011
The Future Committee: Mandates

• Jump-start collaboration and discovery among students across divisional
  and disciplinary boundaries (ie, break down the silos)


• Provide incoming students with an opportunity to experiment with media
  making across the range of practices represented at the SCA


• Connect students to faculty, resources, and the broader community,
  especially alumni and industry mentors
“ARG 2.0”
Pitch to the Faculty
May, 2011
Pitch to the Faculty: The Game

• A collaborative production game
  involving students making media
  representative of the 5 divisions of
  the SCA


• Played in students’ spare time (not
  in class)


• Mechanics of the game will drive
  students to constantly explore new
  partnerships and ideas


• Encounters with alumni and other
  mentors will be integrated into play
  of the game
Pitch to the Faculty: The Game

• A collaborative production game        • Secret & underground
  involving students making media
  representative of the 5 divisions of
                                         • Less Hollywood, more Godard
  the SCA

                                         • No grades, no affiliation with
• Played in students’ spare time (not
                                           class
  in class)

                                         • Completely optional
• Mechanics of the game will drive
  students to constantly explore new
  partnerships and ideas                 • No overt invitation to play


• Encounters with alumni and other
  mentors will be integrated into play
  of the game
A project like this is an intervention, and it needs
allies.
Reality Starts Here       Reality Ends Here
          CNTV-499




   Symposium class for    Secret collaborative production
      all freshmen                     game

    Institutional cover      Institutional intervention
           story
                                      Covert
          Overt
Summing up the formal characteristic of play, we might call it
a free activity standing quite consciously outside 'ordinary'
life as being 'not serious' but at the same time absorbing the
player intensely and utterly. It is an activity connected with no
material interest, and no profit can be gained by it. It
proceeds within its own proper boundaries of time and
space according to fixed rules and in an orderly manner. It
promotes the formation of social groupings that tend to
surround themselves with secrecy and to stress the
difference from the common world by disguise or other
means.




J. Huizinga, Homo Ludens
Summing up the formal characteristic of play, we might call it
a free activity standing quite consciously outside 'ordinary'
life as being 'not serious' but at the same time absorbing the
player intensely and utterly. It is an activity connected with no
material interest, and no profit can be gained by it. It
proceeds within its own proper boundaries of time and
space according to fixed rules and in an orderly manner. It
promotes the formation of social groupings that tend to
surround themselves with secrecy and to stress the
difference from the common world by disguise or other
means.




J. Huizinga, Homo Ludens
Pull instead of push.
Tone
Activating curiosity
Worst. Colors. Ever.
Worst. Colors. Ever.
Tone touchstones: the 60s and 70s at USC cinema
Tone: Contrasts

USC               Game



• Hollywood       • Situationism


• Friendly        • Indifferent/menacing


• Transparent     • Opaque


• Accessible      • Hidden
Mechanics
Where the rubber hits the road
Wireframes for web-driven collaborative production game
May 2011
Hyperlocal context: markers indicate SCA building (L) and student
housing (R)
Illuminati
Steve Jackson Games, 1980s
Card interaction prototyping and testing
June 2011
Card interaction design mockups
June 2011
Reality card pack - 10 playable cards + instructions
Jane Student
Jane Student




Card-based combinatorial
creative prompting system

Final version

July 2011
generate prompt




Jan




 Schematic: complete play cycle
generate prompt        produce media




Jan




 Schematic: complete play cycle
generate prompt        produce media   share to game site




Jan




 Schematic: complete play cycle
generate prompt        produce media   share to game site   unlock experiences




Jan




 Schematic: complete play cycle
buzz




Schematic: pervasive play dynamo
buzz




Schematic: pervasive play dynamo
buzz




                                          card game




Schematic: pervasive play dynamo
buzz




                                          card game




Schematic: pervasive play dynamo
buzz




                                           card game



                                             creative
                                          collaborations




Schematic: pervasive play dynamo
buzz




                                           card game



                                             creative
                                          collaborations




Schematic: pervasive play dynamo
buzz




                                                      card game



                                                        creative
                                                     collaborations




                                   media artifacts


Schematic: pervasive play dynamo
buzz




                                                      card game



                                                        creative
                                                     collaborations




                                   media artifacts


Schematic: pervasive play dynamo
buzz




                                                      card game



             website, social                            creative
                media                                collaborations




                                   media artifacts


Schematic: pervasive play dynamo
buzz




                                                      card game



             website, social                            creative
                media                                collaborations




                                   media artifacts


Schematic: pervasive play dynamo
buzz




              mentorship
                                                      card game
              experiences


             website, social                            creative
                media                                collaborations




                                   media artifacts


Schematic: pervasive play dynamo
buzz




              mentorship
                                                      card game
              experiences


             website, social                            creative
                media                                collaborations




                                   media artifacts


Schematic: pervasive play dynamo
Implementation
August - December 2011
Mystery Postcards
July 2011
Courtyard flag
8mm Camera/Puzzle Box
Flag advisory and courtyard flag
Game Office   August 22, 2011
Call and response
Call and response
The floodgates open
The secret mark: Game logo on bodies
August/September 2011
Mentorship experiences and serendipitous encounters
http://reality.usc.edu
“A productive chaos”
Tribalism, card banks
gamejackers, and other signs of
life
Card banks and credit unions
Danger and Menace: Echoes of the Reality Committee
Player-designed poster for film project about the game -- one of 10 such projects submitted.
Wrap party
December, 2011
USC School of Cinematic Arts
2011
buzz




              mentorship
                                                      card game
              experiences


             website, social                            creative
                media                                collaborations




                                   media artifacts


Schematic: pervasive play dynamo
story of
                                            community




              reflection                                      social engagement




                                              creative
                                            participation


Schematic: narrative placemaking dynamo - a virtuous cycle
Special thanks to Simon Wiscombe, Tracy
Fullerton, Tara McPherson, Anna Lotko, Gabriel
Peters-Lazaro, Elizabeth Daley, Michael Renov, and
Holly Willis.
More info: http://reality.usc.edu




               Jeff Watson:
             @remotedevice
         http://remotedevice.net
Transforming community through pervasive play

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Transforming community through pervasive play

  • 1. Transforming Community Through Pervasive Play Jeff Watson @remotedevice PhD Candidate, Interdivisional Media Arts and Practice USC School of Cinematic Arts February 2, 2012
  • 2.
  • 3. School of Cinematic Arts interactive media film/video Broader USC Community production fine arts communication critical studies engineering animation screenwriting
  • 5. Graffiti, Old Lucas Building Walkway 1980s
  • 6.
  • 7.
  • 8. USC School of Cinematic Arts Buildings 1930s, 1970s, 2000s
  • 10. per·va·sive adj pər-ˈvā-siv, -ziv : existing in or spreading through every part of something
  • 11. The transformative potential of pervasive games lies in the fact that they can be more than just a call to action -- they can be the action itself.
  • 13. The Future Committee: Mandates • Jump-start collaboration and discovery among students across divisional and disciplinary boundaries (ie, break down the silos) • Provide incoming students with an opportunity to experiment with media making across the range of practices represented at the SCA • Connect students to faculty, resources, and the broader community, especially alumni and industry mentors
  • 15. Pitch to the Faculty May, 2011
  • 16. Pitch to the Faculty: The Game • A collaborative production game involving students making media representative of the 5 divisions of the SCA • Played in students’ spare time (not in class) • Mechanics of the game will drive students to constantly explore new partnerships and ideas • Encounters with alumni and other mentors will be integrated into play of the game
  • 17. Pitch to the Faculty: The Game • A collaborative production game • Secret & underground involving students making media representative of the 5 divisions of • Less Hollywood, more Godard the SCA • No grades, no affiliation with • Played in students’ spare time (not class in class) • Completely optional • Mechanics of the game will drive students to constantly explore new partnerships and ideas • No overt invitation to play • Encounters with alumni and other mentors will be integrated into play of the game
  • 18. A project like this is an intervention, and it needs allies.
  • 19. Reality Starts Here Reality Ends Here CNTV-499 Symposium class for Secret collaborative production all freshmen game Institutional cover Institutional intervention story Covert Overt
  • 20. Summing up the formal characteristic of play, we might call it a free activity standing quite consciously outside 'ordinary' life as being 'not serious' but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means. J. Huizinga, Homo Ludens
  • 21. Summing up the formal characteristic of play, we might call it a free activity standing quite consciously outside 'ordinary' life as being 'not serious' but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means. J. Huizinga, Homo Ludens
  • 26. Tone touchstones: the 60s and 70s at USC cinema
  • 27. Tone: Contrasts USC Game • Hollywood • Situationism • Friendly • Indifferent/menacing • Transparent • Opaque • Accessible • Hidden
  • 28. Mechanics Where the rubber hits the road
  • 29. Wireframes for web-driven collaborative production game May 2011
  • 30. Hyperlocal context: markers indicate SCA building (L) and student housing (R)
  • 32. Card interaction prototyping and testing June 2011
  • 33. Card interaction design mockups June 2011
  • 34.
  • 35. Reality card pack - 10 playable cards + instructions
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 45.
  • 46. Jane Student Card-based combinatorial creative prompting system Final version July 2011
  • 47. generate prompt Jan Schematic: complete play cycle
  • 48. generate prompt produce media Jan Schematic: complete play cycle
  • 49. generate prompt produce media share to game site Jan Schematic: complete play cycle
  • 50. generate prompt produce media share to game site unlock experiences Jan Schematic: complete play cycle
  • 53. buzz card game Schematic: pervasive play dynamo
  • 54. buzz card game Schematic: pervasive play dynamo
  • 55. buzz card game creative collaborations Schematic: pervasive play dynamo
  • 56. buzz card game creative collaborations Schematic: pervasive play dynamo
  • 57. buzz card game creative collaborations media artifacts Schematic: pervasive play dynamo
  • 58. buzz card game creative collaborations media artifacts Schematic: pervasive play dynamo
  • 59. buzz card game website, social creative media collaborations media artifacts Schematic: pervasive play dynamo
  • 60. buzz card game website, social creative media collaborations media artifacts Schematic: pervasive play dynamo
  • 61. buzz mentorship card game experiences website, social creative media collaborations media artifacts Schematic: pervasive play dynamo
  • 62. buzz mentorship card game experiences website, social creative media collaborations media artifacts Schematic: pervasive play dynamo
  • 67. Flag advisory and courtyard flag
  • 68.
  • 69. Game Office August 22, 2011
  • 70.
  • 71.
  • 72.
  • 76.
  • 77. The secret mark: Game logo on bodies August/September 2011
  • 78.
  • 79. Mentorship experiences and serendipitous encounters
  • 81.
  • 82.
  • 83. “A productive chaos” Tribalism, card banks gamejackers, and other signs of life
  • 84. Card banks and credit unions
  • 85.
  • 86.
  • 87.
  • 88.
  • 89.
  • 90. Danger and Menace: Echoes of the Reality Committee
  • 91. Player-designed poster for film project about the game -- one of 10 such projects submitted.
  • 93. USC School of Cinematic Arts 2011
  • 94. buzz mentorship card game experiences website, social creative media collaborations media artifacts Schematic: pervasive play dynamo
  • 95. story of community reflection social engagement creative participation Schematic: narrative placemaking dynamo - a virtuous cycle
  • 96.
  • 97. Special thanks to Simon Wiscombe, Tracy Fullerton, Tara McPherson, Anna Lotko, Gabriel Peters-Lazaro, Elizabeth Daley, Michael Renov, and Holly Willis.
  • 98. More info: http://reality.usc.edu Jeff Watson: @remotedevice http://remotedevice.net

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  96. Reality Ends Here, aka “the Game”, is an “officially unofficial” underground reality game designed for and played by the students at the USC SCA.\n
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