Pervasive Games

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Pervasive Games by Mind Map: Pervasive Games

1. How do you move to an Audience Funded model?

1.1. Pledge model?

1.1.1. A la Kickstarter

2. Subtle Mobs

2.1. Integrating with a physical place

2.2. Changing your understanding of your environment

2.3. How it works

2.3.1. People listen to MP3s in a certain time/place

2.4. Not being tailored by technology

2.4.1. MP3 players "just work"

2.5. Commissioned by the Vauxhall Collective

2.5.1. Failure on a marketing level Nothing you can make, produce, show off later

3. Slow Games

3.1. Games that pervade your life, but only very slightly

3.1.1. Where do you spend your time?

3.1.2. Where should you spend your time?

3.2. Using the city as a game engine

4. Enhancing The Theater Experience

4.1. Breaking down the 4th wall

4.1.1. Make it more bendable, permeable, or even non-existent

4.2. Game designers/dramatic storytellers can activate an audience with simple technologies

4.3. Srada

4.3.1. Play about the eviction of Romany people for Olympics

4.3.2. Called Drom

4.3.3. Caravan was like a game piece

4.3.4. Let people engage with the position of the travellers

4.3.5. The caravan would park outside the building "It was almost like the performance beat them down the stairs"

5. How Do You Design A Pervasive Game/Experience

5.1. Seamful experience

5.1.1. Incorporating the flakiness of technology into the game

5.2. What makes a game

5.2.1. Raph Koster

5.3. The narrative is the user's experience

5.4. Can a pervasive game be a mass media

5.4.1. It needs to ask a huge, unanswerable, question to capture people's imagination

5.5. If they stay with you afterwards, it was a good experience

5.5.1. The value is what the players do afterwards

5.6. Can pervasive games provoke social change

5.6.1. How can we transfer this level of engagement to NGOs or other good causes

5.6.2. Behavioural Economics Assuming we are completely rational beings is a foolish assumption New node

5.7. Games As Happiness Engines

5.7.1. Jane McGonigal