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Jane is EducaRed

Jane is Serious about Games

WWO’s particular friend Jane McGonigal has announced a presentation at the EducaRed conference in Madrid, Spain beginning November 26. Her subject: serious games – i.e., games that are actually about something, that connect people to real-world problems, and that give its players useful knowledge and skills. What kind of games should young people be playing more of? What kinds of collaboration skills and collective intelligence will they learn by playing the right games? One of the serious games she cites is World Without Oil (the other is SuperStruct). Inspiring stuff. Watch her 7-min video.

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The change doesn't happen all at once

The change doesn't happen all at once

Jane McGonigal blogged recently about “experience grenades” – games like World Without Oil that can be worldview-changing for their players. Why “grenade”? Experiencing the game is like pulling the pin, she says. Playing the game isn’t necessarily any big thing. It’s sometime later that the “experience” goes off and your worldview gets changed.

This of course is nothing new: I think many of us have had a “grenade” experience with a really great book, movie or other work of art. But I believe the game experience inherently packs a more powerful explosion. Books and movies put a layer of abstraction between you and the experience that games don’t; in some sense you are always “in” a game in a way that you never are with a book or movie. And ARGs in particular really enhance being “in the game.” (There’s no avatar, for one thing; it’s really you.) When there’s no set narrative except the one being created by the players – a la Superstruct or SF0 or World Without Oil – the immersion gets stronger still.

This concept is important for decisionmakers to internalize as they ponder funding for a game. Traditional metric structures for assessing impact do not carry over well to the game sphere, precisely because of phenomena such as the experience grenade. Just as socially collaborative projects such as Wikipedia are revolutionizing how business gets done, alternate reality games are revolutionizing what activism is and what brands do – and yeah, that change is arriving right now, with explosive force. Photo by Stephen Poff via Flickr.

5 questions in 5 min = 50 points

5 questions in 5 min = a big +1 for Jane

WWO’s own Participation Architect, Jane McGonigal, continues her business-of-ARGs evangelism in this article in Businessweek, and answers five questions posed by Businessweek about Alternate Reality Games in this 6-min video. As Jane notes, it’s important for businesses to take note of and get involved with the sort of massively peer-peer learning, collaborative brainstorming, and shaping of win-win futures that alternate reality games can spark – not just for their own business success but for the improvement of quality of life in general. Or as Jane puts it, “increasing the odds of us collaboratively inventing a future that we all want to live in.” Go Jane!

The World Without Oil idea of using an “alternate reality” to help us grapple with real-world problems resonated with a lot of people, starting on the day we announced the game. Now projects inspired by WWO are beginning to pop into public view. Here are four… more to come:

EARTH 2100 by ABC News. Leap ahead in time to the year 2015 (or 2050), and bear witness to the concatenating catastrophes in climate, energy, and water, based on science forecasts… A contest to support a two-hour report airing this fall.

Cassie's got good reasons to worry

Cassie, or should I say, Cassandra

SCORCHED, a TV drama for TCN Nine in Australia. It’s 2012, and Cassie’s worried: there are eight weeks of water left in Bourne, Australia… A game to support a drama series, airing this fall.

BLACK CLOUD, an alternate reality learning experience focusing on pollution and air quality, by a UC Berkeley team, running now. A game funded by the MacArthur Foundation’s digital learning initiative (and the least apocalyptic of the four).

The worthiest and most immersive successor to World Without Oil looks to be SUPERSTRUCT, put on by Kathi Vian, Jamais Cascio and WWO’s own Jane McGonigal and funded by the Ten-Year Team at the Institute For The Future. Jump ahead to September 2019 (two months before Blade Runner, heh) when a supercomputer crunches the data and announces that unless radical changes are made, human civilization has got only 23 more years to live. Holy Doomsday Clock! Gamestart is set for September 22, but you can get in game now on the practice blog.

It was the world's first serious alternate reality game, a cooperative pre-imagining of a global oil crisis. Over 1900 players collaborated in May 2007 to chronicle the oil crisis with their own personal blog posts, videos, images and voicemails. The game ended after simulating the first 32 weeks of the oil shock, but its effects continue, as game designers analyze its unique gameplay and we all watch the continuing drama with global oil prices and supply.