59
CREATING TOMORROW Prof. dr. Ben Schouten, BA PLAYFUL EMPOWERMENT DE ROL VAN ONTWERPINNOVATIE IN BETROKKEN BURGERSCHAP the map of Playful Culture

PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

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Page 1: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

CREATING TOMORROW

Prof. dr. Ben Schouten, BA

PLAYFUL EMPOWERMENTDE ROL VAN ONTWERPINNOVATIE IN BETROKKEN BURGERSCHAP

the map of Playful Culture

Page 2: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

PLAYFUL EMPOWERMENTDE ROL VAN ONTWERP INNOVATIE IN

BETROKKEN BURGERSCHAP

Page 3: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality
Page 4: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

PLAYFUL EMPOWERMENTDE ROL VAN ONTWERP INNOVATIE IN

BETROKKEN BURGERSCHAP

Lectorale Redeuitgesproken in verkorte vorm op

dinsdag 12 mei 2015

door

Prof. dr. Ben Schouten BALector Game Research

Play and Civic Interaction Design

Page 5: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

HvA Publicaties is een imprint van Amsterdam University Press.Deze uitgave is tot stand gekomen onder auspiciën van de Hogeschool van Amsterdam.

Vormgeving omslag en binnenwerk: Karel Millenaar

ISBN 978 90 5629 762 6 e-ISBN 978 90 4853 005 2 (pdf)

© Ben Schouten / HvA Publicaties, Amsterdam 2015

Alle rechten voorbehouden. Niets uit deze uitgave mag worden verveelvoudigd, opgeslagen in een geautomatiseerd gegevensbestand, of openbaar gemaakt, in enige vorm of op enige wijze, hetzij elektronisch, mechanisch, door fotokopieën, opnamen of enige andere manier, zonder voorafgaande schriftelijke toestemming van de uitgever.

Voorzover het maken van kopieën uit deze uitgave is toegestaan op grond van artikel 16B Auteurswet 1912 jº het Besluit van 20 juni 1974, Stb. 351, zoals gewijzigd bij het Besluit van 23 augustus 1985, Stb. 471 en artikel 17 Auteurswet 1912, dient men de daarvoor wettelijk verschuldigde vergoedingen te voldoen aan de Stichting Reprorecht (Postbus 3051, 2130 KB Hoofddorp). Voor het overnemen van gedeelte(n) uit deze uitgave in bloemlezingen, readers en andere compilatiewerken

Page 6: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality
Page 7: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

2

n to

day’

s w

orld

, w

e ar

e im

mer

sed

in in

form

atio

n.

Just

a s

ingl

e cl

ick

brin

gs u

s to

onl

ine

new

s w

ebsi

tes

or n

ewsg

roup

s fu

ll of

con

spir

acie

s, a

sw

ipe

wit

h ou

r fi

nger

con

nect

s us

wit

h w

eath

er r

epor

ts o

r re

view

s of

res

taur

ants

nea

rby;

wea

rabl

es li

ke s

mar

t w

atch

es

mon

itor

our

hea

lth

cond

itio

n w

itho

ut u

s ev

enne

edin

g to

poi

nt,

clic

k or

sw

ipe.

Wha

t’s

new

is t

hat

this

med

ia u

nive

rse

of w

ebsi

tes,

ap

ps,

sens

ors,

soc

ial m

edia

, da

ta s

trea

ms

and

open

so

urce

rep

osit

orie

s is

larg

ely

crea

ted

by o

urse

lves

. Vo

lunt

ary

whe

n w

e po

st,

clic

k, c

all,

like,

add

, an

d sh

are.

And

som

etim

es in

volu

ntar

y w

hen

soft

war

e or

sen

sors

rec

ord

our

acti

ons

in t

he p

hysi

cal a

nd t

he

med

ia w

orld

, tu

rnin

g th

e am

alga

m o

f al

l our

indi

vi-

dual

live

s in

to t

his

amor

phou

s th

ing

calle

d bi

g da

ta.

On

the

dow

nsid

e: m

ore

than

eve

r ci

tize

ns f

ind

them

-se

lves

sw

ampe

d in

a d

elug

e of

info

rmat

ion,

cau

ght

in w

ebs

of o

bser

vati

on a

nd c

ontr

ol.

On

the

upsi

de:

Mor

e th

an e

ver,

citi

zens

fin

d th

emse

lves

em

pow

ered

th

roug

h ne

w t

echn

olog

ies

to o

rgan

ize

them

selv

es

arou

nd i

ssue

s th

at m

atte

r to

the

m.

Exam

ples

abo

und

of g

roup

s of

cit

izen

s th

at h

ave

turn

ed a

way

fro

m

cent

raliz

ed s

olut

ions

, ta

king

the

hel

m t

o or

gani

ze

them

selv

es t

o cr

eate

ow

ners

hip

and

mea

ning

.

This

shi

ft in

our

(m

edia

) cu

ltur

e ha

s co

nseq

uenc

es f

or

the

fiel

d of

des

ign.

We

see

desi

gner

s as

wel

l as

ordi

nary

use

rs s

tepp

ing

up t

o cr

eate

too

ls t

hat

allo

w

citi

zens

to

orga

nize

the

mse

lves

, to

cre

ate

mea

ning

ou

t of

the

dat

a de

luge

. O

r to

look

for

new

mec

ha-

nism

s to

eng

age

arou

nd is

sues

, th

at p

rovi

de s

ocia

l ex

chan

ge a

nd c

ultu

ral e

xper

ienc

es.

Play

has

sta

rted

to

beco

me

a ce

ntra

l ele

men

t in

the

se

appr

oach

es a

s a

mec

hani

sm t

o en

gage

cit

izen

s in

pr

oces

ses

of c

o-cr

eati

ons.

Thr

ough

gam

epla

y, p

laye

rs

crea

te m

eani

ng a

nd s

ocia

l bon

ds;

inte

ract

ions

fro

m

whi

ch a

soc

ieta

l pla

y ex

peri

ence

em

erge

. A

s su

ch,

play

has

bec

ome

an in

crea

sing

ly im

port

ant

aspe

ct

in o

ur m

edia

sat

urat

ed c

ultu

re.

Now

tha

t w

e liv

e in

m

edia

, it

’s p

layf

ul e

xper

ienc

es t

hat

ofte

n al

low

us

to m

ake

sens

e of

the

wor

ld a

roun

d us

and

to

forg

e m

eani

ngfu

l con

nect

ions

wit

h th

ose

arou

nd u

s.

Intr

od

uct

ion

I

Page 8: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

3

The

Gam

es f

or C

hang

e or

gani

zatio

n is

a g

ood

exam

ple

of h

ow n

ew in

itiat

ives

em

pow

er c

itize

ns. F

ound

ed in

20

04, G

ames

for

Cha

nge

faci

litat

es t

he c

reat

ion

and

dist

ribut

ion

of s

ocia

l im

pact

gam

es t

hat

serv

e as

crit

ical

to

ols

in h

uman

itaria

n an

d ed

ucat

iona

l eff

orts

. The

y pi

-lo

ted

9 M

inut

es, a

mob

ile g

ame

aim

ed a

t po

orly

ser

ved

com

mun

ities

in In

dia,

Ken

ya, a

nd T

anza

nia.

9 M

inut

es

is a

bout

hea

lthy

birt

hing

pra

ctic

es; t

he g

ame

lead

s yo

u th

roug

h th

e ni

ne m

onth

s of

pre

gnan

cy w

ith n

ine

leve

ls

that

rew

ard

good

pre

nata

l cho

ices

in a

tw

itch

gam

e.

The

eval

uatio

n sh

ows

mea

sura

ble

posi

tive

shift

s in

kn

owle

dge

and

beha

vior

tow

ards

saf

e pr

egna

ncy

and

deliv

ery

actio

ns.

In t

his

lect

ure

we

will

dis

cuss

the

mis

sion

we

have

set

ou

rsel

ves

wit

hin

our

rese

arch

gro

up in

Pla

y &

Civ

ic

Inte

ract

ion

Des

ign.

We

will

add

ress

a c

hang

ing

pers

pect

ive

on d

esig

n, o

ne in

whi

ch u

sers

are

de-

fine

d as

soc

ial a

nd e

cono

mic

al a

ctor

s w

ho c

o-cr

eate

pr

oduc

ts a

nd s

ervi

ces.

We

will

see

tha

t th

e ro

le o

f pl

ay in

its

cont

empo

rary

and

dig

ital

for

m f

or in

stan

ce

thro

ugh

gam

es,

apps

, in

tera

ctiv

e to

ys is

ess

enti

al in

th

is p

roce

ss.

Wit

h ci

vic

inte

ract

ion

desi

gn,

we

mea

n th

e de

sign

of

prod

ucts

and

ser

vice

s th

at e

nabl

e ci

t-iz

ens

to im

prov

e th

e qu

alit

y of

bot

h th

eir

indi

vidu

al

and

com

mun

al li

ves,

and

tha

t eq

uip

them

wit

h ag

en-

cy t

o ac

t as

cit

izen

s in

a m

edia

-sat

urat

ed w

orld

. Th

at

coul

d be

for

inst

ance

as

heal

th c

are

pati

ents

who

ar

e en

cour

aged

to

chan

ge t

heir

life

styl

e, o

r w

ho a

re

give

n to

ols

to o

verc

ome

the

burd

en o

f a

seve

re il

lnes

s (S

chou

ten,

201

3) a

nd s

hare

the

ir e

xper

ienc

es;

or a

s ci

tize

ns w

ho p

arti

cipa

te in

a g

ame

aim

ed a

t re

vita

li-

zing

a n

eigh

borh

ood

toge

ther

wit

h de

cisi

on m

aker

s in

a

nego

tiat

ed a

nd m

edia

ted

outc

ome,

exp

erim

enti

ng

wit

h di

ffer

ent

fina

l res

ults

(W

orld

of

Cit

ycra

ft,

2010

).

Fig

ure

1: T

he g

ame

9 M

inut

es (G

ame

for

Cha

nge

Org

anis

a-tio

n, 2

012)

foc

usse

s on

goo

d pr

enat

al p

ract

ices

in K

enya

.

Page 9: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

4

This

lect

ure

cons

ists

of

two

part

s. T

he f

irst

par

t fo

cuse

s on

our

res

earc

h in

pla

y an

d ci

vic

inte

ract

ion

desi

gn.

We

will

def

ine

play

in it

s di

gita

l for

m a

nd it

s in

trin

sic

qual

itie

s, s

uch

as f

un,

expe

rien

ce,

crea

tion

, co

llabo

rati

on,

and

com

peti

tion

. N

ext,

we

will

sho

w

that

thr

ough

the

se q

ualit

ies

a ne

w d

igit

al c

ultu

re h

as

emer

ged

in w

hich

, in

stea

d of

a t

op-d

own,

one

-to-

man

y ve

rtic

al c

asca

de,

we

find

bot

tom

-up,

man

y-to

-man

y, h

oriz

onta

l, pe

er-t

o-pe

er c

omm

unic

atio

ns

(Jen

kins

, 20

04).

The

mai

n fo

cus

in t

his

lect

ure

is o

n th

e ch

alle

nge

of h

ow t

o de

sign

for

the

se c

olle

ctiv

e op

port

unit

ies.

See

n th

roug

h di

ffer

ent

lens

es w

e w

ill

look

at

seve

ral a

pplic

atio

n do

mai

ns,

usin

g ou

r de

sign

re

sear

ch p

roje

cts

as e

xam

ples

.

In t

he s

econ

d pa

rt,

I will

ske

tch

the

plan

s of

our

gr

oup

in r

elat

ion

to r

esea

rch

and

educ

atio

n at

the

A

mst

erda

m U

nive

rsit

y of

App

lied

Scie

nces

, in

clud

ing

furt

her

colla

bora

tion

wit

h ou

r pa

rtne

rs in

indu

stry

and

re

sear

ch.

This

pro

cess

of

part

icip

atio

n an

d em

pow

erm

ent

can

be s

een

in m

any

dom

ains

. A

part

fro

m h

ealt

h ca

re a

nd

city

pla

nnin

g, w

e fi

nd it

in e

duca

tion

and

in o

ther

so

cial

, cu

ltur

al a

nd p

olit

ical

pra

ctic

es.

Our

res

earc

h gr

oup

focu

ses

on t

he d

esig

n of

pla

yful

and

mea

ning

-fu

l con

text

s an

d ex

peri

ence

s fo

r ci

tize

ns in

a p

ost-

digi

tal c

ultu

re,

by w

hich

we

mea

n th

at t

he d

igit

al

med

ia a

nd it

s co

mm

unic

atio

n ne

twor

ks c

an n

o lo

nger

be

und

erst

ood

as a

sep

arat

e re

alm

, bu

t ha

ve b

ecom

e an

inse

para

ble

part

of

ever

yday

life

.

Inte

ract

ive

tech

nolo

gy h

as p

enet

rate

d al

l pos

sibl

e fa

cets

of

our

life,

fro

m b

ed t

o w

ork.

Soc

ial m

edia

are

ju

st a

n ex

ampl

e of

thi

s, a

nd t

hey

have

und

oubt

edly

em

pow

ered

us

in m

any

case

s, a

ltho

ugh

othe

rs m

ight

ar

gue

that

thi

s te

chno

logy

dig

ital

ly c

onne

cts

but

does

not

pro

vide

us

wit

h co

llect

ive

mea

ning

, or

wit

h m

emor

ies

or a

war

enes

s at

the

leve

l of

soci

ety

at la

rge

(van

Dijc

k, 2

010)

. A

nd p

erha

ps in

tha

t ob

serv

atio

n lie

s ou

r m

ain

chal

leng

e in

our

res

earc

h gr

oup.

We

need

to

cast

a c

riti

cal e

ye o

n th

e de

ploy

men

t of

new

m

edia

tec

hnol

ogie

s to

pos

itio

n ou

rsel

ves

as c

itiz

ens

in

incl

usiv

e, d

emoc

rati

c so

ciet

ies.

Page 10: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

5

n th

is s

ecti

on1

I will

def

ine

char

acte

rist

ics

of p

layf

ul

inte

ract

ion

and

qual

itie

s of

pla

y th

at c

an b

e us

ed in

di

ffer

ent

appl

icat

ion

dom

ains

.

As

child

ren

play

, th

ey a

re a

lway

s en

gage

d in

som

e pr

oces

s in

whi

ch s

omet

hing

nov

el e

mer

ges,

for

in

stan

ce t

he s

udde

n tr

ansf

orm

atio

n of

car

ton

box

into

a s

pace

ship

or

the

sudd

en a

ppea

ranc

e of

a m

agic

fa

iry.

The

imag

inat

ion

and

cons

truc

tion

of

som

ethi

ng

new

in r

elat

ion

to e

xist

ing

know

ledg

e an

d un

der-

stan

ding

, is

, in

my

opin

ion

inhe

rent

to

play

(D

een

&

Scho

uten

, 20

10).

Sut

ton-

Smit

h (2

001)

arg

ues

that

pl

ay is

a w

orki

ng m

odel

of

flex

ibili

ty.

He

defi

nes

play

as

an

acti

vity

tha

t is

vol

unta

ry,

intr

insi

cally

mot

ivat

ed

and

fun,

tha

t in

corp

orat

es f

ree

will

, of

fers

esc

ape,

an

d is

fun

dam

enta

lly e

xcit

ing.

The

uti

litar

ian

acti

viti

es

of p

lay

are

wel

l und

erlin

ed b

y Br

ock

et a

l (20

09).

In

Pers

pect

ives

on

Play

, Le

arni

ng f

or L

ife,

the

y ou

tlin

e a

vita

l lin

k be

twee

n pl

ay,

psyc

holo

gica

l dev

elop

men

t an

d ed

ucat

iona

l pra

ctic

e. B

rock

pro

vide

s an

inte

rest

-

1 Pa

rts

of t

his

text

hav

e be

en p

revi

ousl

y pu

blis

hed

in: ‘

The

Role

of

Pl

ay’,

Inau

gura

l Lec

ture

(Sch

oute

n, 2

011b

).

Lets

sta

rt p

lay

ing

Pa

rt 1

I

Page 11: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

6

play

has

com

e ou

t of

the

att

ic a

nd in

to d

aily

life

.

A g

ood

exam

ple

of t

he o

mni

pres

ence

of

digi

tal p

lay

is In

gres

s, a

n au

gmen

ted

real

ity

mas

sive

ly m

ulti

play

er

onlin

e ro

le-p

layi

ng G

PS-d

epen

dent

gam

e cr

eate

d by

N

iant

ic L

abs,

a s

tart

-up

wit

hin

Goo

gle.

Wit

h au

g-m

ente

d re

alit

y w

e m

ean

a di

gita

l ove

rlay

ove

r th

e re

al w

orld

, in

thi

s ca

se t

he c

ity,

whe

re y

ou c

an p

lay

ing

and

com

plet

e lis

t of

‘Th

eori

es o

f Pl

ay’

from

180

5 on

, fo

cusi

ng o

n pl

ay a

s in

stru

men

tal t

o le

arni

ng,

self

-reg

ulat

ion,

reh

ears

al,

and

leve

ls o

f in

volv

emen

t,

amon

gst

othe

rs.

Ano

ther

sch

olar

, M

ary

Flan

agan

, un

derl

ines

the

impo

rtan

ce o

f w

hat

she

calls

‘cr

itic

al

play

’ in

res

olvi

ng f

unda

men

tal q

uest

ions

in li

fe a

nd o

r so

ciet

y (F

lana

gan,

200

9).

Scho

uten

(20

11b)

und

er-

lines

the

gro

win

g ro

le o

f pl

ay a

nd g

ames

for

the

(re

-)co

nstr

ucti

on o

f so

cial

pra

ctic

es,

valu

es a

nd id

enti

ty

in p

ost-

digi

tal s

ocie

ty.

In a

ddit

ion

to u

tilit

aria

n an

d go

al-o

rien

ted

prop

erti

es,

play

has

non

-uti

litar

ian

and

auto

telic

(i.e

. it

s pu

rpos

e lie

s in

itse

lf)

prop

erti

es.

Peop

le a

re in

here

ntly

pla

yful

bei

ngs

and

play

is o

mni

-pr

esen

t, a

s H

uizi

nga

(193

8) p

oint

ed o

ut in

his

boo

k H

omo

Lude

ns.

In t

he d

efin

itio

n of

Hui

zing

a, p

lay

is

mor

e re

stri

cted

to

a sp

ecif

ic t

ime

and

plac

e he

cal

led

the

‘mag

ic c

ircle

’. In

its

cont

empo

rary

and

dig

ital

fo

rm,

for

inst

ance

in g

ames

, so

cial

net

wor

ks,

apps

on

sm

artp

hone

s, in

tera

ctiv

e to

ys o

r ar

t, p

lay

is m

uch

mor

e in

tegr

ated

in a

spa

tial

, te

mpo

ral a

nd s

ocia

l se

nse

(Mon

tola

, 20

05),

spi

nnin

g of

f ne

w m

edia

, so

-ci

al n

etw

orks

, m

oder

n te

chno

logy

and

(so

cial

) in

ter-

acti

on.

To p

ut it

diff

eren

tly,

in t

he la

st d

ecad

e, d

igit

al

Fig

ure

2:

Ingr

ess

(Nia

ntic

Lab

s, 2

012)

is a

n ga

me

that

is

pla

yed

in t

he r

eal w

orld

with

a d

igita

l ove

rlay

(hy-

brid

gam

e). A

s a

play

er y

ou w

ant

to c

ontr

ol p

lace

s of

cultu

ral s

igni

fican

ce.

Page 12: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

7

Plan

et (

Hea

ly,

2008

) an

d M

inec

raft

2 (P

erss

on,

2009

) an

d th

e ad

vanc

e of

use

r-ge

nera

ted

cont

ent

have

sh

own,

the

gam

e m

echa

nics

3 ca

n be

less

fix

ed,

and

gam

es b

ecom

e m

ore

info

rmal

, pl

ayfu

l and

ope

n-en

ded

(Dee

n, 2

011)

. A

goo

d ex

ampl

e is

the

pop

u-la

r ga

me

The

Wal

king

Dea

d (T

ellt

ale,

201

2),

whe

re

diff

eren

t pl

ots

or s

tory

line

s ca

n be

pla

yed

acco

rdin

g to

the

pla

yer’

s ch

oice

s an

d/or

ski

lls.

Mar

inka

Cop

ier

defi

nes,

pla

y an

d ga

mes

as

syst

ems

of c

omm

unic

atio

n an

d co

ntin

uous

neg

otia

tion

of

(rol

e) p

laye

rs w

ithi

n a

soci

o-cu

ltur

al n

etw

ork

of h

uman

and

inhu

man

act

ors

(Cop

ier,

2007

), w

hich

is le

ss f

ocus

ed o

n ru

les,

goa

ls,

obje

cts

or e

nviro

nmen

ts,

but

inst

ead

desc

ribe

s th

e re

lati

onsh

ips

betw

een

all a

ctor

s. T

hrou

gh g

amep

lay,

pl

ayer

s cr

eate

mea

ning

and

soc

ial b

onds

. Fr

om t

hese

in

tera

ctio

ns a

pla

y ex

peri

ence

em

erge

s. T

hese

sys

tem

s

2 M

inec

raft

is a

n ex

trem

ely

succ

essf

ul g

ame

that

allo

ws

play

ers

to

build

imag

inar

y w

orld

s us

ing

3D b

lock

s. T

he g

ame

does

n’t

have

pl

ayin

g ch

arac

ters

or

stor

y lin

e, b

ut is

bas

ed o

n cr

aftin

g, e

xplo

ra-

tion

and

enco

unte

rs.

3 G

ame

mec

hani

cs a

re c

onst

ruct

s of

obj

ects

, rul

es a

nd f

eedb

ack

loop

s in

tend

ed t

o pr

oduc

e en

joya

ble

gam

epla

y. T

hey

are

the

build

ing

bloc

ks t

hat

can

be a

pplie

d an

d co

mbi

ned

to ‘g

amify

’ any

non

-gam

e co

ntex

t. S

ee h

ttp:

//gam

ifica

tion.

org/

wik

i/Gam

e_M

echa

nics

a vi

deo

gam

e in

rea

l lif

e an

d m

eet

othe

r pl

ayer

s. T

he

line

betw

een

real

ity

and

a ga

me

beco

mes

blu

rred

, as

th

e ga

me

can

be p

laye

d ev

eryw

here

and

any

tim

e. T

he

gam

e ha

s an

ope

n-en

ded

scie

nce

fict

ion

stor

y lin

e,

whi

ch m

eans

tha

t ru

les

can

be in

terp

rete

d an

d ne

ed

not

nece

ssar

ily b

e fo

llow

ed u

p. T

he In

gres

s ap

p ta

ps

into

you

r ph

one’

s G

PS d

ata

to p

ull u

p a

map

of

your

ar

ea,

wit

h lo

cal s

culp

ture

s, m

ural

s an

d cu

ltur

al la

nd-

mar

ks c

alle

d po

rtal

s, w

hich

app

ear

as b

righ

t sp

lash

es

of g

reen

, bl

ue,

or w

hite

ligh

t. T

here

are

tw

o co

m-

peti

ng g

roup

s: r

esis

tanc

e (b

lue)

and

enl

ight

ened

(g

reen

). T

he g

ame

is t

o co

ntro

l the

se p

orta

ls a

nd t

he

area

s en

clos

ed b

y th

em.

In In

gres

s, s

peci

al e

vent

s ar

e al

so o

rgan

ized

. Th

ese

even

ts a

re f

or p

laye

rs o

f al

l le

vels

and

last

app

roxi

mat

ely

4-5

hour

s, in

clud

ing

3-4

hour

s of

wal

king

/bik

ing

gam

epla

y an

d a

one-

hour

so

cial

mee

tup

at t

he e

nd.

Fact

ion

grou

ps s

omet

imes

pl

an p

re-e

vent

get

-tog

ethe

rs a

nd a

fter

-par

ties

. M

ore

form

al d

efin

itio

ns o

f di

gita

l pla

y de

scri

be g

ames

as

‘sy

stem

s th

at p

rovi

de in

form

al e

xper

ienc

es’

(Juu

l, 20

05).

Sal

en &

Zim

mer

man

(20

04)

defi

ne g

ames

as

an a

rtif

icia

l con

flic

t, b

ased

on

rule

s, w

ith

a qu

anti

-fi

able

out

com

e. H

owev

er,

as g

ames

like

Lit

tle

Big

Page 13: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

8

And

thi

s br

ings

us

to a

n im

port

ant

aspe

ct o

f ou

r re

sear

ch;

to d

esig

n fo

r in

tera

ctio

ns t

hat

are

seam

-le

ssly

inte

grat

ed in

to o

ur d

aily

live

s, in

suc

h a

way

th

at t

he b

ound

arie

s be

twee

n pl

ay a

nd o

ther

act

ivit

ies

disa

ppea

r or

blu

r. Th

ese

oppo

rtun

itie

s to

pla

y ca

n be

fo

und

ever

ywhe

re a

nd a

nyti

me,

as

part

of

(sch

ool)

acti

viti

es,

duri

ng f

itne

ss s

essi

ons,

at

wor

k or

dur

ing

man

y ot

her

acti

viti

es.

Than

ks t

o th

e cr

eati

ve p

roce

ss o

f pl

ay a

nd g

ame

deve

lopm

ent,

abs

trac

t co

ncep

ts b

ecom

e ta

ngib

le.

Turn

ing

com

plex

con

cept

s or

ill-

defi

ned

prob

lem

s in

to g

ames

hel

ps p

laye

rs t

o m

anip

ulat

e, c

hang

e an

d re

arra

nge

thes

e co

ncep

ts in

ord

er t

o cr

eate

und

er-

stan

ding

. A

s su

ch,

gam

es a

nd g

ame

deve

lopm

ent

can

empo

wer

peo

ple

to p

lay

wit

h re

al-l

ife

issu

es a

nd b

e-co

me

auto

nom

ous

acto

rs in

a r

apid

ly c

hang

ing

wor

ld.

Now

tha

t w

e ha

ve s

ketc

hed

the

grou

ndin

g qu

alit

ies

of p

lay,

in t

he n

ext

sect

ion

I wou

ld li

ke t

o sh

ine

som

e lig

ht o

n ho

w p

layf

ul in

tera

ctio

n ‘c

an c

ome

to a

ctio

n’

to e

mpo

wer

pla

yer,

seen

thr

ough

thr

ee d

iffer

ent

lens

es:

mot

ivat

ion,

par

tici

pati

on a

nd a

rgum

enta

tion

.

of c

omm

unic

atio

n an

d ne

goti

atio

n ar

e pr

imar

ily,

wha

t w

e lik

e to

cal

l, in

tera

ctio

n sp

aces

, co

nsis

ting

of

thre

e el

emen

ts:

1) p

layg

roun

ds (

e.g.

the

gam

e bo

ard,

the

vi

rtua

l or

the

real

wor

ld,

the

city

, sc

hool

, or

hos

pita

l),

2) in

tera

ctio

ns (

e.g.

to

wal

k, t

o sh

oot,

to

com

pete

, to

cr

eate

) an

d 3)

exp

erie

nces

(e.

g. jo

y, f

rust

rati

on,

fant

a-sy

, fe

llow

ship

, em

path

y).

One

rem

ark

how

ever

nee

ds t

o be

mad

e, b

efor

e w

e co

ntin

ue t

his

lect

ure.

Whe

n w

e ta

lk a

bout

gam

es in

th

is le

ctur

e, w

e w

ill f

ocus

mai

nly

on s

erio

us g

ames

, al

thou

gh w

e ra

ther

use

the

wor

d ‘a

pplie

d’ g

ames

4 .

Seri

ous

gam

es a

re g

ames

tha

t ar

e pr

imar

y us

ed f

or

othe

r pu

rpos

es t

han

pure

ent

erta

inm

ent.

The

ear

lier

men

tion

ed g

ame

9 M

inut

es is

a g

ood

exam

ple

of

such

an

appl

ied

gam

e. It

is a

lso

a go

od e

xam

ple

of

how

gam

es c

an b

e in

tegr

ated

and

bec

ome

an in

-he

rent

par

t of

dai

ly a

ctiv

ity,

in t

his

case

the

hea

lthy

nu

rsin

g of

you

r ba

by.

4 W

e lik

e to

spe

ak o

f A

pplie

d G

ames

, bec

ause

Ser

ious

Gam

es im

plie

s th

at t

hey

are

not

fun,

whi

ch is

mos

tly u

ntru

e.

Page 14: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

9

wor

ld’,

for

exa

mpl

e th

roug

h ro

le p

lay,

pla

yful

act

i- vi

ties

can

in m

any

case

s in

terf

ere

wit

h pl

ayer

s’ o

wn

lives

and

exp

erie

nces

. Th

is m

ay p

rese

nt a

fee

ling

of

agen

cy a

nd e

ngag

emen

t, w

hich

in m

any

case

s is

sti

-m

ulat

ing

and

mot

ivat

ing,

esp

ecia

lly w

hen

thes

e hu

man

mot

ivat

ions

are

def

ined

in t

erm

s of

sel

f-de

ter-

min

atio

n th

eory

(R

yan

& D

eci,

2000

). T

his

cogn

itiv

e ps

ycho

logi

cal t

heor

y w

ithi

n re

sear

ch in

to h

uman

mo-

tiva

tion

sug

gest

s th

at p

eopl

e ca

n be

com

e in

trin

sica

lly

mot

ivat

ed if

par

ticu

lar

need

s ar

e sa

tisf

ied.

Thi

s m

eans

th

at p

eopl

e do

not

nec

essa

rily

nee

d an

y re

war

ds o

r pu

nish

men

ts t

o en

gage

in a

n ac

tivi

ty,

if a

n ac

tivi

ty is

co

nsid

ered

sat

isfa

ctor

y in

itse

lf.

Acc

ordi

ng t

o th

ese

scho

lars

, th

e th

ree

univ

ersa

l hum

an n

eeds

tha

t ca

n st

imul

ate

the

inte

rnal

izat

ion

of e

xter

nal a

ctiv

ity

(bec

omin

g in

trin

sica

lly m

otiv

ated

) ar

e co

mpe

tenc

e (I

can

do it

!),

auto

nom

y (I

do it

, an

d I d

o it

in m

y ow

n w

ay)

and

rela

tedn

ess

(I fe

el r

elat

ed t

o th

e to

pic

and

I do

it w

ith

peop

le I

care

abo

ut).

Thi

s m

eans

tha

t if

gam

es a

nd p

layf

ul a

ctiv

itie

s ar

e de

sign

ed c

aref

ully

an

d in

line

wit

h th

ese

hum

an n

eeds

, th

ey c

an m

oti-

vate

a p

laye

r to

eng

age

in a

ctiv

itie

s th

at m

ay e

mpo

-w

er in

unp

redi

cted

and

val

uabl

e w

ays.

he f

irst

lens

I w

ould

like

to

talk

abo

ut is

mot

iva-

tion

. El

emen

ts o

f ga

me

and

play

can

be

used

to

intr

insi

cally

mot

ivat

e pe

ople

to

carr

y ou

t a

part

icul

ar

task

, ad

opt

a pa

rtic

ular

life

styl

e or

giv

e a

sens

e of

au

tono

my

and

self

-eff

icac

y. H

owev

er,

here

we

wan

t to

look

a b

it b

eyon

d th

e si

mpl

isti

c be

havi

oral

str

ate-

gies

we

som

etim

es f

ind

unde

r th

e bu

zzw

ord

ofga

mif

icat

ion5 ,

in w

hich

we

are

infl

uenc

ed t

o ch

ange

ou

r be

havi

or b

y re

war

ds a

nd p

unis

hmen

ts o

r ot

her

ludi

c ac

tivi

ties

.

Gam

es a

nd p

layf

ul in

tera

ctio

ns h

ave

the

uniq

ue

qual

ity

to t

urn

abst

ract

con

cept

s an

d th

inki

ng in

to

tang

ible

(di

gita

l) ar

tifa

cts

that

can

be

chan

ged,

man

i-pu

late

d or

rea

rran

ged

(Dee

n, 2

015)

. Th

is r

estr

uctu

r-in

g pr

oces

s ca

n el

icit

a f

eelin

g of

aut

onom

y, w

hich

m

eans

tha

t th

e lo

cus

of c

ausa

lity

(mak

ing

thin

gs

happ

en)

is in

tern

al t

o pl

ayer

s (I

mak

e th

ings

hap

pen)

. A

s a

resu

lt,

play

ers

may

fee

l tha

t th

eir

acts

‘m

atte

r’

in t

he g

ame

wor

ld.

If t

he g

ame

wor

ld ‘

fits

the

rea

l

5 Th

e us

e of

gam

e el

emen

ts in

non

-gam

e ap

plic

atio

ns t

o m

ake

it m

ore

fun

and

enga

ging

.

The

le

ns

of

mo

tiv

ati

on

T

Page 15: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

10

Part

ners

: GG

Z. M

ondr

iaan

, Hog

esch

olen

Zuy

d &

Fon

tys

Perio

d: 2

014-

2015

Re

sear

cher

s: M

enno

Dee

n &

Kar

el M

illen

aar

The

focu

s on

aut

onom

y an

d se

lf-ef

ficac

y w

ithin

soc

ial

med

ia h

as p

rove

d to

be

high

ly e

ngag

ing.

One

of

our

rese

arch

pro

ject

s, T

he G

ames

[4Th

erap

y] P

roje

ct is

bui

lt up

on t

he b

elie

f th

at a

bstr

act

and

‘diff

icul

t th

ings

’ lik

e em

otio

ns, b

ehav

ior

and

poss

ible

res

ults

of

acts

can

be

mad

e ta

ngib

le in

a g

ame,

off

erin

g yo

ung

play

ers

an o

ppor

tuni

ty t

o pl

ay w

ith t

heir

men

tal m

odel

s an

d se

man

tic q

ualit

ies

and,

mor

e im

port

antly

, tra

in t

hem

in

deal

ing

with

the

ir ow

n em

otio

ns.

This

pro

ject

foc

uses

on

the

ther

apy

of y

oung

ster

s w

ho

are

curr

ently

und

er t

reat

men

t at

a m

enta

l hea

lth in

sti-

tutio

n. O

ne o

f th

e is

sues

fac

ing

clie

nts

who

suf

fer

from

ex

tern

aliz

ing

prob

lem

s is

dea

ling

with

the

ir re

spon

se t

o pa

rtic

ular

situ

atio

ns. T

hey

ofte

n la

ck t

he a

bilit

y to

hol

d ba

ck, t

hink

firs

t, f

eel a

nd t

hen

act.

In o

rder

to

trai

n th

is

skill

, the

rapi

sts

at t

he M

ondr

iaan

Men

tal H

ealth

Inst

itu-

tion

utili

ze t

he 5

G m

etho

d.

Rela

ted

to t

he c

once

pt o

f m

otiv

atio

n, is

the

not

ion

of

self

-eff

icac

y. S

elf-

effi

cacy

is t

he b

elie

f th

at s

omeo

ne

can

succ

essf

ully

ove

rcom

e ch

alle

nges

or

diff

icul

ties

pr

esen

ted

by t

heir

(so

cial

) en

viro

nmen

t (B

andu

ra,

1997

). M

urra

y (1

997)

sug

gest

ed t

hat

the

feel

ing

of

mas

tery

and

con

trol

is a

n in

here

nt q

ualit

y in

inte

rac-

tive

med

ia.

The

inhe

rent

cap

acit

y of

gam

es a

nd p

lay

to r

estr

uctu

re a

bstr

act

conc

epts

in m

eani

ngfu

l way

s ca

n pr

esen

t pl

ayer

s w

ith

a fe

elin

g of

sel

f-ef

fica

cy.

App

lied

gam

es c

an b

uild

on

this

bel

ief,

invo

king

tru

st

and

unde

rsta

ndin

g th

roug

h th

e su

cces

sful

com

plet

ion

of c

halle

ngin

g pu

zzle

s, g

oal-

sett

ing

task

str

ateg

ies,

po

siti

ve im

ager

y, s

elf-

inst

ruct

ion,

tim

e-m

anag

emen

t m

onit

orin

g, h

elp

in s

eeki

ng e

valu

atio

n an

d ot

her

ex-

plor

atio

ns t

hat

are

brok

en d

own

into

the

cog

niti

ve o

r ph

ysic

al le

vel o

f pl

ayer

s an

d in

to m

anag

eabl

e pi

eces

.

As

such

, a

gam

e or

pla

yful

act

ivit

y ca

n te

ach

a pl

ayer

to

bec

ome

a co

mpe

tent

pla

yer.

Mor

eove

r, if

the

cha

l-le

nges

pre

sent

ed c

onne

ct t

o re

al-w

orld

exp

erie

nces

an

d si

tuat

ions

, pl

ayer

s m

ay b

ecom

e em

pow

ered

to

over

com

e th

ese

situ

atio

ns.

On

the

next

lens

we

will

el

abor

ate

on t

he p

arti

cipa

tory

qua

litie

s of

pla

y.

Ga

me

s4Th

era

py

Page 16: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

11

Fig

ure

3: D

esig

n do

cum

ent

for

the

deve

lopm

ent

of a

gam

e th

at p

rese

nts

clie

nts

with

too

ls t

o re

mem

ber

a pa

rtic

ular

situ

atio

n (g

ebeu

rten

is) t

hat

happ

ened

to

them

. The

too

l ‘as

ks’ c

lient

s ‘w

hat,

whe

re, w

ho a

nd w

hen’

did

thi

s ha

ppen

.

Page 17: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

12

In t

he p

lay

appl

icat

ion

Thou

ght-

O-G

ram

, see

fig

ure

3,

clie

nts

are

aske

d to

mem

oriz

e a

cert

ain

even

t in

det

ail,

such

as

an e

mot

iona

l out

burs

t of

the

irs t

hat

led

to

aggr

essi

on a

nd v

iole

nce.

The

5G

met

hod

allo

ws

the

clie

nt t

o de

scrib

e or

vis

ualiz

e: 1

) wha

t ha

ppen

ed, 2

) w

hat

the

clie

nt t

houg

ht a

bout

the

eve

nt, 3

) wha

t th

e cl

ient

fel

t, 4

) how

the

clie

nt b

ehav

ed, a

nd 5

) wha

t th

e co

nseq

uenc

es o

f th

e cl

ient

’s b

ehav

ior

wer

e.

In T

houg

ht-O

-Gra

m, c

lient

s fo

rm a

bet

ter

unde

rsta

n-di

ng o

f th

eir

men

tal a

nd e

mot

iona

l pro

cess

es in

par

-tic

ular

situ

atio

ns. B

y re

flect

ing

on t

his

situ

atio

n in

a

ther

apy

sess

ion,

the

rapi

st a

nd c

lient

s to

geth

er c

o-fo

r-m

ulat

e ‘h

elpi

ng t

houg

hts’

tha

t ca

n st

eer

nega

tive

emot

ions

tow

ards

mor

e po

sitiv

e an

d co

nstr

uctiv

e on

es.

The

rule

is: f

irst

thin

k, t

hen

feel

, the

n ac

t. In

Tho

ught

-O

-Gra

m, c

lient

s re

cons

truc

t a

part

icul

ar e

vent

usi

ng

a ric

h sc

enar

io-b

uild

er. C

lient

s ca

n us

e pr

edef

ined

pr

ops

(abo

ut t

he w

hats

, whe

res,

who

s, w

hens

and

w

iths)

to

recr

eate

the

eve

nt v

isua

lly. W

hen

the

even

t is

re

cons

truc

ted,

pla

yers

are

ask

ed t

o ad

d th

ough

ts a

nd

emot

ions

to

peop

le in

volv

ed, s

uch

as (b

oos

[ang

ry],

blij

[hap

py],

bedr

oefd

[sad

], be

scha

amd

[sha

med

], ba

ng

[afr

aid]

), se

e fig

ure

4.

Fig

ure

4: R

econ

stru

ctio

n of

an

even

t in

Tho

ught

-O-G

ram

. Af-

ter

recr

eatin

g th

e ev

ent,

clie

nts

can

add

feel

ings

(gev

oele

ns),

thou

ghts

(ged

acht

en),

beha

vior

(ged

rag)

and

res

ults

(gev

olg)

.

Fig

ure

5: S

ketc

h of

the

puz

zle

gam

e, p

laye

rs c

an e

xplo

re

mul

tiple

pat

hs t

hat

eman

ate

from

a p

artic

ular

eve

nt.

Page 18: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

13

By d

oing

so,

clie

nts

can

cons

ider

a p

ossi

ble

resu

lt th

at

eman

ated

fro

m t

he t

houg

hts

and

emot

ions

. Whe

n fin

ishe

d, t

hey

are

aske

d to

con

stru

ct a

mor

e po

sitiv

e ou

tcom

e of

the

situ

atio

n.

For

anot

her

stag

e of

the

the

rapy

, we

crea

ted

a pu

zzle

ga

me

(see

fig

ure

5) t

hat

can

be p

laye

d w

ith m

ultip

le

patie

nts

and

thei

r fa

mily

or

peer

s, p

rese

ntin

g pl

ayer

s w

ith p

rede

fined

and

edi

tabl

e he

xago

ns. E

very

hex

agon

co

rres

pond

s to

an

even

t, a

tho

ught

and

an

emot

ion.

Pl

ayer

s ca

n ex

plor

e m

ultip

le p

aths

tha

t em

anat

e fr

om

a pa

rtic

ular

eve

nt. D

epen

ding

on

the

thou

ghts

and

dis

-cu

ssio

ns a

mon

gst

the

play

ers,

new

pat

hs c

an e

mer

ge,

sugg

estin

g th

at t

houg

hts

stee

r em

otio

n, a

nd t

hus

stee

r be

havi

or a

nd r

esul

ts.

he

pre

viou

s le

ns o

f m

otiv

atio

n an

d se

lf-e

ffic

acy

focu

sed

on c

ogni

tive

, m

otiv

atio

nal a

nd b

ehav

iora

l as-

pect

s m

ainl

y fo

r se

lf-r

egul

atio

n. In

the

nex

t le

ns6

we

will

foc

us o

n in

tera

ctio

n, e

xpre

ssio

n an

d pa

rtic

ipa-

tion

. Ex

ampl

es c

an b

e fo

und

in d

omai

ns li

ke e

duca

-ti

on,

heal

th c

are,

urb

an p

lann

ing

and

art.

To

zoom

in

on

one

exam

ple,

her

e I w

ill f

ocus

on

the

way

s pl

ay f

acili

tate

s ci

tize

n pa

rtic

ipat

ion

in t

he d

omai

n of

sc

ienc

e. W

orth

men

tion

ing

is t

he o

nlin

e ga

me

Fold

it (U

nive

rsit

y of

Was

hing

ton,

201

1),

whi

ch is

des

igne

d to

rev

eal t

he s

hort

cuts

nat

ure

uses

to

wea

ve a

tan

gle

of a

min

o ac

ids

into

a p

rote

in.

Ano

ther

exa

mpl

e is

th

e co

nstr

ucti

on o

f 3D

imag

es o

f st

reet

sce

nes

or t

he

expl

orat

ion

and

clas

sifi

cati

on o

f so

lar

syst

ems,

Gal

axy

Zoo

(200

7).

Thes

e ga

mes

are

cal

led

‘Cit

izen

Sci

ence

’ ga

mes

and

are

bas

ed o

n us

er p

arti

cipa

tion

, cr

owd-

sour

cing

, co

-cre

atio

n an

d en

gage

men

t.

6 P

arts

of

this

tex

t ha

s be

en p

revi

ousl

y pu

blis

hed

in: T

he P

layf

ul S

cien

-tis

t: S

timul

atin

g pl

ayfu

l com

mun

ities

for

sci

ence

pra

ctic

e, S

chou

ten

et a

l (20

15).

The

le

ns

of

pa

rtic

ipa

tio

n

an

d e

xp

ress

ion

T

Page 19: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

14

MIT

Lab

, Seb

astia

n Se

ung,

201

2

EyeW

ire is

a g

ame

to m

ap t

he b

rain

. The

onl

ine

com

-m

unity

tak

ing

part

in E

yeW

ire n

umbe

rs o

ver

50,0

00

peop

le f

rom

100

cou

ntrie

s, a

ll of

the

m c

itize

n ne

uro-

scie

ntis

ts, w

ho m

ap t

he 3

D s

truc

ture

of

neur

ons

and

disc

over

neu

ral c

onne

ctio

ns. B

y jo

inin

g Ey

eWire

, you

ca

n he

lp m

ap c

onne

ctio

ns b

etw

een

retin

al n

euro

ns.

Alt

houg

h tr

adit

iona

l met

hods

for

pra

ctic

ing

scie

nce

rely

mai

nly

on e

xper

ts,

thes

e ne

w f

orm

s of

sci

ence

al

low

non

-exp

erts

to

part

icip

ate

as w

ell,

a tr

end

mir

rore

d in

the

soc

ieta

l tre

nd t

owar

d m

ore

part

icip

a-to

ry c

ultu

res.

Cit

izen

Sci

ence

(al

so k

now

n as

cro

wd

scie

nce,

cro

wd-

sour

ced

scie

nce,

civ

ic s

cien

ce,

or

netw

orke

d sc

ienc

e) is

sci

enti

fic

rese

arch

con

duct

ed,

in w

hole

or

in p

art,

by

amat

eur

or n

on-p

rofe

ssio

nal

scie

ntis

ts,

ofte

n by

cro

wds

ourc

ing

and

crow

dfun

-di

ng.

Cit

izen

sci

ence

pro

ject

s ex

ist

in v

ario

us f

orm

s an

d w

ith

num

erou

s w

ays

for

the

publ

ic t

o pa

rtic

i-pa

te.

Wha

t m

ost

of t

hese

pro

ject

s ha

ve in

com

mon

is

tha

t pa

rtic

ipan

ts c

ontr

ibut

e in

sci

enti

fic

acti

viti

es

mad

e av

aila

ble

by e

xper

ts t

hrou

gh a

pps

and

desk

top

appl

icat

ions

. To

geth

er w

ith

the

vast

am

ount

of

data

ga

ther

ed t

hrou

gh s

enso

rs o

n or

dina

ry d

evic

es li

ke

smar

tpho

nes,

one

cou

ld s

ay t

hat

ever

ybod

y ca

n be

-co

me

an e

xper

t or

eve

n a

scie

ntis

t. A

goo

d ex

ampl

e of

thi

s cu

rren

t pr

acti

ce,

is E

yeW

ire

(Seu

ng,

2012

), a

n ap

plic

atio

n to

dig

ital

ly m

ap t

he b

rain

, a

task

so

tedi

-ou

s an

d ti

me-

cons

umin

g th

at s

cien

tist

s at

MIT

hav

e as

ked

the

citi

zens

to

help

(re

)con

stru

ct b

rain

imag

es

thro

ugh

a ga

me.

Ey

ew

ire

Fig

ure

6: E

yeW

ire. A

pla

yer

win

s po

ints

if c

olor

ing

a ne

uron

br

anch

res

ults

in a

neu

ral v

olum

e fo

und.

Page 20: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

15

This

info

rmat

ion

adva

nces

neu

rosc

ienc

e re

sear

ch o

n ho

w t

he r

etin

a fu

nctio

ns in

vis

ual p

erce

ptio

n.

In E

yeW

ire, a

gam

er is

giv

en a

cub

e w

ith a

par

tially

re

cons

truc

ted

neur

on b

ranc

h st

retc

hing

thr

ough

it, s

ee

figur

e 6.

A p

laye

r le

arns

to

‘col

or’ i

n th

e gr

ay o

utlin

e of

a s

ingl

e ne

uron

bra

nch,

whi

ch u

sual

ly e

xten

ds

from

one

sid

e of

the

cub

e to

ano

ther

. Thi

s ge

nera

tes

volu

met

ric r

econ

stru

ctio

n, b

ranc

h by

bra

nch.

Mul

tiple

pl

ayer

s m

ap e

ach

cube

and

the

ir w

ork

is c

ompa

red.

A

dvan

ced

play

ers,

cal

led

Scou

ts a

nd S

cyth

es, o

vers

ee

the

wor

k of

the

glo

bal c

omm

unity

. The

se p

laye

rs h

ave

the

pow

er t

o ex

tend

bra

nche

s an

d re

mov

e m

erge

rs.

The

play

er’s

tas

k is

to

sele

ct t

he a

reas

tha

t th

e A

rtifi

cial

In

telli

genc

e m

isse

d, t

hus

impr

ovin

g th

e tr

ace

of t

he

neur

on. S

ome

impr

ovem

ents

may

sim

ply

fill i

n ho

les,

ot

hers

may

ext

end

a br

anch

, and

oth

ers

may

fin

d ne

w

bran

ches

tha

t th

e A

I mis

sed.

EyeW

ire h

olds

reg

ular

com

petit

ions

and

a w

eekl

y ‘h

ap-

py h

our’

on

Frid

ay f

rom

2 t

o 4

p.m

. EST

. Dur

ing

thes

e ch

alle

nges

, pla

yers

com

pete

for

bon

uses

, pro

file

icon

s,

and

even

neu

ron

nam

ing

right

s. In

-gam

e tr

ivia

occ

a-

sion

ally

tak

es p

lace

thr

ough

cha

t. P

laye

rs le

vel u

p in

Ey

eWire

by

beat

ing

the

Star

burs

t C

halle

nge,

unl

ocki

ng

the

right

to

map

diff

icul

t st

arbu

rst

neur

ons

and

earn

do

uble

poi

nts.

Adv

ance

d pl

ayer

s pa

rtic

ipat

e in

Hun

ts,

whe

re t

hey

scou

r co

mpl

eted

cel

ls lo

okin

g fo

r m

erge

rs

or m

ista

ke b

ranc

hes

that

nee

d to

be

scyt

hed

away

by

an o

min

ous,

in-g

ame

over

lord

cha

ract

er k

now

n as

the

G

rimRe

aper

.

Page 21: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

16

may

obv

iate

the

exi

sten

ce o

f a

larg

e ac

tive

kno

w-

ledg

e ba

se,

the

inte

rope

rati

on o

f da

ta in

to m

eani

ng-

ful c

onte

xt is

eve

n m

ore

impo

rtan

t. T

his

requ

ires

a ne

w w

ay o

f th

inki

ng a

bout

the

edu

cati

on n

eede

d to

co

pe w

ith

this

hyp

er-c

onne

cted

wor

ld,

ofte

n en

cap-

sula

ted

in 2

1st-

cent

ury

skill

s an

d ne

w m

edia

lite

racy

(J

enki

ns,

2009

). W

ithi

n th

ese

skill

s, g

reat

er e

mph

asis

is

pla

ced

on s

ense

-mak

ing

in a

uthe

ntic

con

text

s, w

ith

ill-d

efin

ed c

ompl

ex p

robl

ems

(Lom

bard

i, 20

07).

As

youn

g pe

ople

fin

d th

ings

tha

t in

trin

sica

lly m

otiv

ate

them

, th

ey o

ften

join

onl

ine

com

mun

itie

s, s

o-ca

lled

affi

nity

spa

ces

(Gee

, 20

05),

whe

re t

hey

can

shar

e kn

owle

dge

and

skill

s pe

rtai

ning

to

thei

r in

tere

sts

wit

h ot

her

peop

le f

rom

acr

oss

the

glob

e. T

his

part

icip

ator

y cu

ltur

e in

tur

n sh

apes

the

wor

ldvi

ew,

or e

pist

emic

fr

ame,

of

its

com

mun

ity

mem

bers

(Sh

affe

r, 20

06).

In t

he a

bove

-men

tion

ed e

xam

ples

, w

e ca

n se

e a

cong

ruou

s qu

alit

y. T

hrou

gh a

pro

cess

of

enco

un-

teri

ng p

robl

ems

and

auto

nom

ousl

y fi

ndin

g w

ays

to

over

com

e th

em,

the

play

er f

eels

mor

e co

mpe

tent

an

d is

sub

sequ

entl

y en

cour

aged

to

cont

inue

wit

h th

e ac

tivi

ty (

van

der

Spek

, 20

12).

Bei

ng e

ngag

ed in

pla

y w

ill n

ot o

nly

incr

ease

a p

erso

n’s

know

ledg

e ab

out

a ce

rtai

n to

pic,

but

als

o im

prov

e hi

s or

her

dis

posi

tion

to

war

ds t

he s

ubje

ct.

By b

eing

invo

lved

and

par

tcip

a-ti

ng in

the

dom

ain

of c

itiz

en s

cien

ce,

play

ers

acqu

ire

the

epis

tem

ic f

ram

e of

a s

cien

tist

and

lear

n ho

w t

o th

ink

scie

ntif

ical

ly (

Shaf

fer,

2006

). A

part

fro

m b

e-in

g fu

n, t

hese

gam

es a

re e

xper

ient

ial s

ense

-mak

ing

tool

s, w

here

pla

yers

, im

mer

sed

in a

nd a

bout

com

plex

sy

stem

s, le

arn

at t

heir

ow

n pa

ce a

nd v

olit

ion;

the

reby

ac

quir

ing

the

cogn

itiv

e sk

ills

requ

ired

to d

eal w

ith

incr

easi

ng c

ompl

exit

y (S

quire

, 20

03).

The

prac

tice

of

play

ful i

nter

acti

on in

the

dom

ain

of

scie

nce

show

s a

clea

r sh

ift

from

the

mec

hani

cs o

f da

ta a

vaila

ble

thro

ugh

data

base

s an

d w

ebsi

tes

to

the

dyna

mic

s of

pro

cess

ing

and

co-c

reat

ion

thro

ugh

gam

es a

nd p

lay.

It is

cle

ar t

hat

alth

ough

the

dis

tri-

bute

d, c

olle

ctiv

e in

telli

genc

e af

ford

ed b

y th

e in

tern

et

Page 22: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

17

Thhe

afo

rem

enti

oned

exa

mpl

es h

ave

show

n us

tha

t pl

ayfu

l int

erve

ntio

ns b

ased

on

hum

an-c

ompu

ter

inte

r-ac

tion

are

not

sol

ely

grou

nded

in t

erm

s of

fun

ctio

na-

lity,

a s

olut

ion-

base

d vi

ew o

f th

e w

orld

and

bas

ed o

n us

abili

ty7

(Po

lain

e, 2

010;

Nie

lsen

199

3).

Gam

ing

and

play

ful i

nter

acti

on a

dd a

n ex

tra

dim

ensi

on o

f (c

o)cr

ea-

tion

and

soc

ial i

nter

acti

on t

o de

sign

whi

ch g

oes

be-

yond

dat

a, u

sabi

lity

and

func

tion

alit

y. T

o un

ders

tand

pl

ay in

its

digi

tal f

orm

, th

e ch

angi

ng r

ole

of in

tera

c-ti

on a

nd it

s us

er e

xper

ienc

es,

as a

mea

ns o

f re

flec

tion

, is

cru

cial

. O

f th

ese

expe

rien

ces

the

pers

uasi

ve n

atur

e of

pla

y an

d ga

mes

(Bo

gost

, 20

10)

has

been

sho

wn

to

be a

ver

y po

wer

ful t

ool f

or in

duci

ng a

ttit

ude

chan

ge

(Wou

ters

, va

n de

r Sp

ek &

van

Oos

tend

orp,

200

9).

Wit

h th

e gr

owin

g m

ains

trea

m a

ccep

tanc

e of

gam

es

to t

ouch

on

mor

e se

riou

s m

atte

r, es

peci

ally

wit

hin

the

fiel

d of

ser

ious

gam

es (

such

as

gam

es f

or h

ealt

h an

d ed

ucat

ion)

, w

e se

nse

that

the

dis

cipl

ine

is s

tead

ily

7 Pa

rts

of t

his

text

hav

e be

en p

revi

ousl

y pu

blis

hed

in: A

Fou

ndat

ion

for

the

Pers

uasi

ve G

amep

lay

Expe

rienc

e (K

ors,

Spe

k &

Sch

oute

n, 2

015)

.

mat

urin

g. P

art

of t

his

mat

urin

g is

the

use

of

gam

es

for

pers

uasi

on b

y de

sign

ers

as w

ell a

s ci

tize

ns w

ho

seek

an

outl

et f

or p

rese

ntin

g a

diff

eren

t po

int

of v

iew

on

issu

es,

peop

le,

obje

cts

or c

once

pts

that

com

men

ce

in t

he r

eal,

phys

ical

, w

orld

.

The

unde

rlyi

ng a

ssum

ptio

n in

thi

s ty

pe o

f ap

plic

atio

n is

tha

t pl

ayfu

l mec

hani

sms,

suc

h as

dis

cove

ry,

capt

i-va

tion

or

fello

wsh

ip (

Kor

hone

n et

al.,

200

9) c

an b

e us

ed t

o pe

rsua

de p

eopl

e to

per

form

cer

tain

beh

avio

r, by

app

ealin

g to

intr

insi

cally

mot

ivat

ing

stra

tegi

es.

Enga

ging

peo

ple

in p

lay

that

bri

ngs

fort

h ar

gum

ents

an

d st

imul

ates

cri

tica

l thi

nkin

g is

not

a n

ew p

heno

-m

enon

, ye

t it

is w

ith

the

adve

nt o

f th

e co

mpu

tati

onal

er

a th

at t

he u

se o

f ga

mes

for

suc

h pu

rpos

es is

be-

com

ing

incr

easi

ngly

mor

e po

pula

r.

The

le

ns

of

arg

um

en

tati

on

a

nd

pe

rsu

asi

on

T

Page 23: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

18

Part

ners

: Med

iala

b an

d A

mne

sty

Inte

rnat

iona

l Pe

riod:

201

4Re

sear

cher

s: M

artij

n K

ors,

Med

iala

b: L

oes

Boge

rsSt

uden

ts: L

isa

Mai

er, F

ay G

ram

berg

, Rob

Boe

rman

and

Ra

dosl

av G

ulek

ov

In c

oope

ratio

n w

ith t

he M

edia

Lab

at t

he A

mst

erda

m

Uni

vers

ity o

f A

pplie

d Sc

ienc

es, a

gro

up o

f st

uden

ts

expe

rimen

ted

with

the

des

ign

of a

gam

e fo

r A

mne

s-ty

Inte

rnat

iona

l Am

ster

dam

to

rein

forc

e a

posi

tive

attit

ude

tow

ards

Am

nest

y In

tern

atio

nal’s

fig

ht f

or t

he

Free

dom

of

Spee

ch, w

hich

res

ulte

d in

a g

ame

calle

d M

r. Po

wer

ful.

In t

he g

ame

you

play

as

Mr.

Pow

er-

ful,

who

dis

resp

ects

the

fre

edom

of

spee

ch t

hrou

gh

dem

onst

ratio

ns, m

edia

and

pet

ition

s. It

is t

he p

laye

r’s

task

to

shut

dow

n th

ese

chan

nels

thr

ough

a s

erie

s of

min

i-gam

es t

hat

beco

me

incr

easi

ngly

diff

icul

t to

ac

com

plis

h. T

he d

iffic

ulty

of

the

min

i-gam

es e

vent

ually

re

ache

s a

poin

t in

whi

ch t

he p

laye

r un

avoi

dabl

y fa

ils,

mak

ing

the

argu

men

t th

at s

uppr

essi

ng t

he in

fluen

-ce

s fr

om o

utsi

de is

a b

attle

tha

t ca

nnot

be

won

. Thi

s se

emin

g ‘f

ailu

re’ i

s, h

owev

er, r

ewar

ded

with

a d

iffer

ent

play

able

cha

ract

er t

hat

has

mor

e aw

aren

ess,

pre

sen-

ting

how

the

pla

yer

can

actu

ally

hel

p A

mne

sty

in it

s ca

use

(e.g

. thr

ough

sig

ning

a c

urre

nt p

etiti

on a

gain

st

the

viol

atio

n of

hum

an r

ight

s) a

nd c

onse

quen

tly m

a-ki

ng a

rea

l wor

ld d

iffer

ence

.

Mr.

Po

we

rfu

l

Fig

ure

7: M

r Po

wer

ful (

Med

iaLa

b, 2

014)

is a

gam

e de

sign

ed

by s

tude

nts

of t

he M

edia

Lab,

rei

nfor

cing

a p

ositi

ve a

ttitu

de

tow

ards

the

act

iviti

es o

f A

mne

sty

Inte

rnat

iona

l.

Page 24: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

19

GEO

lino,

201

3

The

pers

uasi

ve q

ualit

y of

pla

y do

es n

ot o

nly

appl

y to

th

e di

gita

l rea

lm a

lone

; the

re a

re v

ario

us in

tere

stin

g pr

ojec

ts t

hat

exem

plify

the

som

etim

es p

refe

rred

, mor

e ph

ysic

al s

etup

. GEO

lino’

s M

eltd

own,

a b

oard

gam

e de

sign

ed b

y K

olle

Reb

be, i

s a

grea

t ex

ampl

e of

how

a

phys

ical

gam

e ca

n ra

ise

awar

enes

s ab

out

clim

ate

chan

ge a

nd s

tir u

p di

alog

ue a

mon

g pu

pils

on

the

topi

c (K

olle

Reb

be, 2

013)

. The

phy

sica

l for

m o

f th

e ga

me

allo

ws

for

mor

e in

timat

e co

nnec

tions

bet

wee

npa

rtic

ipan

ts a

nd p

rovi

des

a gr

eat

star

ting

poin

t fo

r di

scus

sion

in w

hich

par

ticip

ants

can

sha

re t

heir

opin

ions

. The

boa

rd g

ame

is p

rese

nted

as

part

of

a se

ries

of le

ctur

es o

n cl

imat

e ch

ange

and

cou

ld b

e se

en

as a

vig

nett

e to

viv

idly

illu

stra

te p

art

of t

he c

ompl

ex

issu

e to

a y

oung

er a

ge g

roup

. In

the

gam

e, p

laye

rs

have

to

guid

e a

mot

her

pola

r be

ar t

oget

her

with

her

po

lar

bear

chi

ldre

n ov

er s

low

ly m

eltin

g ic

e flo

es in

a

race

aga

inst

roo

m t

empe

ratu

re. T

he g

ame

esse

ntia

lly

star

ts o

nce

the

gam

e bo

ard

is t

aken

fro

m t

he f

reez

er,

pres

entin

g th

e pr

oble

m o

f im

min

ent

clim

ate

chan

ge.

Me

ltd

ow

n

Fig

ure

8: M

eltd

own

is a

boa

rd g

ame

that

hig

hlig

hts

the

thre

ats

of c

limat

e ch

ange

. In

the

role

of

mot

her

bear

, you

ha

ve t

o sa

ve y

ou’r

e po

lar

bear

chi

ldre

n.

Page 25: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

20

n

the

prev

ious

sec

tion

s w

e fo

cuse

d on

the

qua

litie

s of

pla

y an

d ho

w t

hese

qua

litie

s le

ad t

o in

tera

ctio

n op

port

unit

ies

usin

g th

ree

diff

eren

t le

nses

(m

otiv

atio

n,

part

icip

atio

n an

d ar

gum

enta

tion

). In

the

nex

t se

ctio

n,

we

wan

t to

foc

us o

n se

vera

l oth

er r

esea

rch

proj

ects

in

our

grou

p th

at a

re r

elat

ed t

o in

tera

ctiv

e st

ory-

telli

ng a

nd a

utom

ated

gam

e de

sign

, fa

cilit

atin

g th

e ea

sy p

rodu

ctio

n of

gam

es a

nd t

hus

empo

wer

ing

the

gam

e de

velo

per

as w

ell a

s th

e (e

nd)

user

.

As

disc

usse

d in

thi

s le

ctur

e, a

cen

tral

the

me

in o

ur

rese

arch

is in

tera

ctio

n in

rel

atio

n to

eng

agem

ent

and

empo

wer

men

t. T

his

them

e is

als

o ce

ntra

l in

a re

sear

ch p

roje

ct c

alle

d In

tera

ctiv

e C

inem

a, w

here

we

expl

ore

the

cros

sove

rs b

etw

een

gam

es a

nd c

inem

a in

co

oper

atio

n w

ith

the

Net

herl

ands

Film

Aca

dem

y. T

he

poss

ibili

ty o

f au

dien

ces

to in

flue

nce

the

stor

y lin

e of

TV

ser

ies

and/

or m

ovie

s ha

s be

en e

xper

imen

ted

wit

h m

any

tim

es.

Now

, w

ith

the

emer

genc

e of

inte

ract

ive

gam

es,

thes

e po

ssib

iliti

es b

ecom

e m

ore

rele

vant

. A

maj

or d

iffer

ence

bet

wee

n en

joyi

ng a

mov

ie a

nd

play

ing

a ga

me

is in

the

act

ivit

y of

the

use

r. W

hile

the

For

a lo

ng t

ime

the

prim

ary

focu

s of

att

itud

e ch

ange

th

roug

h ga

mes

has

bee

n si

tuat

ed o

n th

e ne

gati

ve

side

-eff

ects

suc

h as

agg

ress

ion

and

viol

ence

, ye

t re

cent

yea

rs h

ave

also

sho

wn

that

the

infl

uenc

ing

qual

itie

s of

gam

es c

an b

e va

luab

le in

add

ress

ing

and

shif

ting

per

spec

tive

s on

var

ious

wic

ked

prob

lem

s.

Gam

es a

s m

ediu

m,

just

like

tex

t, p

hoto

s an

d fi

lm a

re

capa

ble

of c

onve

ying

par

ticu

lar

valu

es h

eld

by t

heir

crea

tors

(Fl

anag

an,

2009

). T

heir

inte

ract

ive

natu

re

prov

ides

a u

niqu

e di

men

sion

to

capt

ivat

e an

d pe

r-su

ade

audi

ence

s on

a m

ore

pers

onal

leve

l, al

low

ing

them

to

play

wit

h di

ffer

ent

pers

pect

ives

in r

elat

ion

to

issu

es,

peop

le,

obje

cts

or c

once

pts

that

als

o co

m-

men

ce in

the

rea

l, ph

ysic

al,

wor

ld.

We

incr

easi

ngly

se

e ga

mes

and

pla

y ac

tivi

ties

tha

t go

bey

ond

the

crea

tion

of

rew

ardi

ng e

xper

ienc

es a

lone

, im

plem

en-

ting

mes

sage

s to

per

suad

e an

d le

ave

the

play

er w

ith

som

ethi

ng t

o th

ink

abou

t in

rel

atio

n to

eve

nts

that

co

mm

ence

in t

he r

eal,

phys

ical

, w

orld

.

IOth

er

rese

arc

h a

ctiv

itie

s

Page 26: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

21

mov

ie a

udie

nce

can

‘lean

bac

k’ a

nd e

njoy

the

med

ia

cont

ent

in a

rel

ativ

ely

pass

ive

way

, a

gam

er n

eeds

to

‘lean

for

war

d’ a

nd a

ctiv

ely

enga

ge.

In t

his

sens

e, a

ga

me

play

er is

em

pow

ered

, as

he

or s

he h

as c

ontr

ol

over

wha

t ha

ppen

s on

the

scr

een.

Part

ners

: Net

herla

nds

Film

Aca

dem

y, S

ubm

arin

ePe

riod:

201

4-20

15Re

sear

cher

s: M

irjam

Vos

mee

r (H

VA

) and

Har

ry

Schr

eurs

(Net

herla

nds

Film

Aca

dem

y)

The

topi

c of

inte

ract

ive

cine

ma

has

been

stu

died

for

at

leas

t tw

o de

cade

s, b

ut w

ith t

he in

trod

uctio

n of

ne

w t

echn

olog

ies,

suc

h as

360

vid

eo c

onte

nt v

iew

ers

like

the

Ocu

lus

Rift

, new

pos

sibi

litie

s ar

ise.

With

in t

he

Inte

ract

ive

Cin

ema

proj

ect,

the

con

cept

of

‘em

pow

-er

men

t’ is

app

roac

hed

from

a d

iffer

ent

angl

e. T

his

proj

ect,

tog

ethe

r w

ith t

he N

ethe

rland

s Fi

lm A

cade

my,

ex

plor

es h

ow c

hara

cter

istic

s of

bot

h m

edia

cur

rent

ly

conv

erge

, and

wha

t ki

nd o

f en

tert

ainm

ent

expe

rienc

es

this

mer

ging

mig

ht r

esul

t in

. To

rese

arch

the

se it

ems,

w

e ha

ve e

xplo

red

wha

t ha

ppen

s w

hen

elem

ents

of

empo

wer

men

t an

d in

tera

ctio

n ca

n be

add

ed t

o a

stor

y lin

e in

a m

ovie

. To

iden

tify

the

new

pos

ition

of

the

user

in

the

se c

ross

over

s be

twee

n ga

mes

and

mov

ies

that

ar

e no

t co

mpl

etel

y le

an b

ack,

nor

ent

irely

lean

for

-w

ard,

we

have

pro

pose

d th

e te

rm ‘l

ean

in’.

Inte

ract

ive

Cin

em

a

Page 27: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

22

Our

firs

t de

sign

exp

erim

ents

res

ulte

d in

a s

hort

in

tera

ctiv

e m

ovie

usi

ng t

he O

culu

s Ri

ft t

hat

has

been

pr

esen

ted

in V

onde

lCS,

the

bui

ldin

g fo

rmer

ly o

ccup

ied

by t

he F

ilmm

useu

m. T

his

mov

ie f

eatu

red

seve

ral i

nter

-ac

tive

mom

ents

tha

t w

ere

cued

by

the

focu

s of

the

us-

er’s

att

entio

n, le

adin

g to

alte

rnat

ive

stor

y en

ding

s. (s

ee

figur

e 9)

. The

firs

t th

ing

we

obse

rved

was

, tha

t vi

ewer

s w

ere

som

etim

es u

naw

are

that

the

y co

uld

inte

ract

with

th

e m

ovie

con

tent

or

did

not

real

ize

that

the

y ha

d in

deed

indu

ced

a sp

ecifi

c ac

tion.

We

ther

efor

e fo

cuse

d on

way

s to

acc

entu

ate

this

inte

ract

ion

poss

ibili

ties

with

som

e m

ore

feed

back

. Sur

pris

ingl

y, w

e fo

und

that

Fig

ure

9: W

eMak

eVR,

inte

ract

ive

mov

ie. I

n th

is m

ovie

you

can

influ

ence

the

sto

rylin

e. A

s m

ain

char

acte

r, it

is y

our

best

frie

nd t

hat

wan

ts t

o pr

opos

e to

his

girl

frie

nd t

his

even

ing.

You

can

, by

focu

sing

you

’re

atte

ntio

n (b

y tu

rnin

g yo

u’re

hea

d), p

ut o

n a

reco

rd,

rem

ind

the

brid

egro

om w

here

he

has

hidd

en t

he w

eddi

ng r

ing,

or

prev

ent

the

ex-g

irlfr

iend

to

crea

te a

sce

ne.

Page 28: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

23

In t

he s

econ

d re

sear

ch p

roje

ct t

hat

I wan

t to

bri

ng

forw

ard

in t

his

sect

ion,

our

res

earc

h is

ded

icat

ed t

o th

e pr

oduc

tion

of

tool

s fo

r ga

me

deve

lopm

ent

that

em

pow

er t

he d

esig

ner.

The

deve

lopm

ent

and

desi

gn

of g

ames

is c

ompl

icat

ed a

nd t

ime-

cons

umin

g an

d is

do

ne in

gam

e en

gine

s lik

e U

nity

. In

ord

er t

o en

able

in

nova

tion

in t

he m

arke

t, w

e be

lieve

it is

ver

y im

-po

rtan

t th

at t

ools

are

eas

y to

use

and

ava

ilabl

e fo

r ev

eryb

ody.

Thi

s is

the

cen

tral

res

earc

h to

pic

in o

urA

utom

ated

Gam

e D

esig

n pr

ojec

t, t

o de

velo

p an

ad

vanc

e kn

owle

dge

of t

he d

evel

opm

ent

proc

ess

of

gam

es a

nd a

utom

ated

gam

e de

sign

. In

thi

s pr

ojec

t,

carr

ied

out

in c

lose

col

labo

rati

on w

ith

seve

ral

indu

stri

al p

artn

ers,

we

build

and

eva

luat

e to

olki

ts

thro

ugh

whi

ch g

ames

can

be

deve

lope

d fa

ster

, le

a-vi

ng m

ore

tim

e fo

r cr

eati

ve d

esig

n pr

oces

ses.

One

of

the

maj

or b

ottl

enec

ks in

fas

t pr

otot

ypin

g ap

pear

ed

to b

e, t

o co

mbi

ne d

esig

n id

eas

abou

t m

issi

on d

esig

n an

d le

vel d

esig

n w

ith

exis

ting

gam

e m

echa

nics

.

addi

ng f

eedb

ack

decr

ease

d th

e se

nse

of p

rese

nce,

and

th

at t

his

fact

or w

as c

orre

late

d w

ith e

njoy

men

t. In

ot

her

wor

ds, t

he m

omen

t th

at p

eopl

e co

uld

inte

ract

w

ith t

he m

ovie

, the

y w

ere

take

n ou

t of

the

ir flo

w, a

nd

this

mad

e th

e ex

perie

nce

less

enj

oyab

le f

or t

hem

.

In a

sec

ond

inte

ract

ive

mov

ie, w

e st

arte

d to

exp

eri-

men

t w

ith t

he k

ind

of v

oice

-ove

r pe

rspe

ctiv

e th

at

wou

ld s

uit

an in

tera

ctiv

e vi

deo

expe

rienc

e. In

cla

ssic

m

ovie

the

ory,

the

use

of

voic

e-ov

er is

fro

wne

d up

on,

as it

is s

een

as a

lazy

way

of

addi

ng in

form

atio

n to

the

im

age

on t

he s

cree

n. B

ut w

ithin

inte

ract

ive

cont

ent,

th

e us

er n

eeds

new

way

s to

eng

age

with

the

sto

ry.

Her

e, w

e fo

und

that

add

ing

a vo

ice-

over

tha

t ad

dres

-se

s th

e us

er in

the

sec

ond

pers

on r

esul

ts in

a m

ore

imm

ersi

ve e

xper

ienc

e th

an f

irst

or t

hird

per

son

did

and

suits

inte

ract

ive

cine

ma

best

.

The

proj

ect

Inte

ract

ive

Cin

ema

also

add

ress

es t

he u

se

of g

ame

engi

nes

like

Uni

ty t

o cr

eate

inte

ract

ive

mov

ies,

as

wel

l as

the

furt

her

inte

grat

ion

of c

inem

a an

d ga

mes

w

here

mov

ie t

heat

ers

or t

elev

isio

n fo

rmat

s co

uld

be

over

laid

ove

r ex

istin

g sc

ener

y.

Page 29: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

24

Perio

d: 2

013

- 20

15Pa

rtne

rs: N

HTV

, TU

Del

ft, D

utch

Gam

e G

arde

n, IT

U

Cop

enha

gen

and

6 in

dust

rial p

artn

ers

Rese

arch

ers:

And

ers

Bouw

er, D

anië

l Kar

avol

os, S

tefa

n Le

ijnen

, Rie

mer

van

Roz

en, J

oris

Dor

man

s

In t

his

proj

ect

we

deve

lope

d se

vera

l too

ls. T

he t

ool

calle

d Lu

dosc

ope

can

be u

sed

to s

emi-a

utom

atic

ally

ge

nera

te n

ew le

vels

for

a g

ame,

bas

ed o

n a

rudi

-m

enta

ry s

ketc

h, a

des

crip

tion

of a

mis

sion

, and

/or

a co

ncep

tual

rec

ombi

natio

n of

rul

es. D

iffer

ent

repr

esen

- ta

tiona

l vie

ws

(e.g

. gra

phs,

tile

map

s, c

onte

xt-f

ree

gram

mar

rul

es, a

nd v

oron

oi d

iagr

ams)

are

inco

rpor

a-te

d to

allo

w t

he d

esig

ner

to c

hoos

e th

e re

pres

enta

tion

that

bes

t fit

s hi

s or

her

idea

s ab

out

the

gam

e be

ing

desi

gned

.

For

exam

ple,

in F

igur

e 10

, on

the

top

left

, you

can

see

a

tile

map

with

a r

ando

mly

gen

erat

ed s

et o

f w

alls

and

op

en s

pace

s to

cre

ate

a du

ngeo

n. T

he g

raph

s on

the

rig

ht s

ide

of t

he f

igur

e ar

e au

tom

atic

ally

gen

erat

ed

Figure

3:

Randomly

genera

ted

mission

conta

ining

lock

sand

keys(E

=entrance,G

=goal,

L=

lock

,K

=key,R

=empty

room).

Figure

4:

Sample

resu

ltafter

the

application

an

reso

lution

gra

mmarto

cre

ate

asp

atialstru

ctu

rein

which

themission

offigure

3is

likely

traversal.

Inth

isdiagra

mgre

en

arrowsindicate

which

keysun-

lock

whichlock

s,multiple

keysmightbere

quiredto

unlock

asingle

lock

.

4represents

theoutcomeofthis

step

.Aswiththeprevious

experim

ent,

thegrammarfortheresolution

step

does

not

changethenumber

ortypes

ofnodes.It

only

changes

their

connections.

An

importantdifferen

cebetween

this

experim

entand

the

previousexperim

entis

thatin

this

case

theresolutionstep

really

does

produceseven

fewer

solutionsforaparticular

gen

eratedsetoflocksandkeys.

This

isguaranteed

byexe-

cutingeach

individualrule

intheresolutiongrammaruntil

they

cannolonger

beapplied

tothethemissionstructure.

Inmost

casesthegen

erated

structure

isalway

sthesame:

foreach

inputthereis

oneresult.1

Anotable

outcomeofthesecondexperim

entistheease

with

whichthegrammars

gen

erate

awidevarietyofdifferentmis-

sion

structures.

Theresolution

grammardoes

notdictate

how

manykeysare

required

toopen

asingle

lock,orhow

often

itcan

beused

toopen

multiple

locks.

Previousex-

perim

ents

withlock

andkey

gen

erationgrammars

required

much

more

sophisticatedgrammars

[3],yet

did

notgen

erate

thesamevarietyofpossible

lock

andkey

structures.

4.TA

ILO

RIN

GPC

GTO

OL

SOneim

portantresultofthenew

approach

toproceduralcon-

tentgen

erationsketched

inthis

paper

isaredesignofLu-

doscope.

Ludoscopeoriginallywasfirstandforemost

atool

thathelpsdesignerscreate

transform

ation

grammars

and

experim

entwithdifferentway

sofexecute

multiple

transfor-

mations.

Itwasmostly

relevantasatoolto

designproce-

duralcontentgen

erationproceduresforgames.Byexplic-

itly

supportinggen

erationandresolutionstep

sinto

thispro-

cess,Ludoscopechanged

into

atoolthatfits

inwith”m

ixed

-initiative”

designtools[11],makingitmore

relevantforgame

1Thegrammarofthis

experim

entonly

gen

eratesdifferent

resultsifitsinputcontainsmultiple

keysfollow

edbymulti-

ple

locks.

Figure

5:Late

stversion

ofLudoscopefeatu

ring

in-

putand

outp

utch

annels.

developmentasagen

eric

contentproductiontool.

Themost

prominentch

angeis

thecreation

ofinputand

outputchannelsin

thetool’smain

window

(see

figure

5).

Adesigner

isable

tomodifythemodel

intheinputchannel

(inthetophalf).

Ludoscopeusesthatinputto

create

an

output.

Theoutputcanbetheresult

oftheexecutionofa

single

transform

ation

grammar,

oramore

complexproce-

dure

specified

byarecipethatis

able

toexecute

multiple

grammars

andapply

other

specialoperationssuch

ascon-

verting

agraph

toa

figure

consisting

oftw

o-dim

ensional

shapes.Dep

endingonthesp

eedofthetransform

ation,the

outputcanbegen

eratedin

resp

onse

toanychangein

the

inputin

realtime.

Forexample,theoutputgen

eratedin

figure

5mightrepre-

sentasimple

level

foraplatform

game.

Inthis

case

thede-

signer

specified

thelocationofplatform

sin

theinputch

an-

nel,andthetransform

ationgrammarfillsin

thedetailsto

create

thecomplete

level.

Inthis

case

thedesigner

exe-

cutesthegen

erationstep

manuallyandLudoscoperesp

onds

byfillingthedetails;

itexecutestheresolutionstep

.This

set-upallow

sadesigner

toexplore

differentpossibilitiesfor

distributionofplatform

smuch

faster

thanwould

norm

ally

bepossible.In

additions,grammars

canbedesigned

insuch

away

thatit

takes

into

accountthedistance

aplayer

might

beable

tojump

inorder

tomakesure

thelevel

remains

playable.Atthemomentofwritingwehaveonly

started

toexplore

thepossibilitiesthis

new

approach

brings.

Distinguishingbetweengen

erationandresolutionstep

sdur-

ingcontentgen

eration

alsomakes

iteasier

tochangethe

sourceofvarietyforthealgorithm.Thevarietycanbede-

liberately

designed

manually,

asis

thecase

inLudoscope.

Inaddition,aswasillustratedwiththeexperim

ents

abov

e,simple

random

selection

ofelem

ents

already

worksif

the

resolutionstep

ispow

erfulen

oughto

dealwith(alm

ost)all

possible

combinations.

Anoptionsthatis

notexploredin

Figure

3:

Randomly

genera

ted

mission

conta

ining

lock

sand

keys(E

=entrance,G

=goal,

L=

lock

,K

=key,R

=empty

room).

Figure

4:

Sample

resu

ltafter

the

application

an

reso

lution

gra

mmarto

cre

ate

asp

atialstru

ctu

rein

which

themission

offigure

3is

likely

traversal.

Inth

isdiagra

mgre

en

arrowsindicate

which

keysun-

lock

whichlock

s,multiple

keysmightbere

quiredto

unlock

asingle

lock

.

4represents

theoutcomeofthis

step

.Aswiththeprevious

experim

ent,

thegrammarfortheresolution

step

does

not

changethenumber

ortypes

ofnodes.It

only

changes

their

connections.

An

importantdifferen

cebetween

this

experim

entand

the

previousexperim

entis

thatin

this

case

theresolutionstep

really

does

produceseven

fewer

solutionsforaparticular

gen

eratedsetoflocksandkeys.

This

isguaranteed

byexe-

cutingeach

individualrule

intheresolutiongrammaruntil

they

cannolonger

beapplied

tothethemissionstructure.

Inmost

casesthegen

erated

structure

isalway

sthesame:

foreach

inputthereis

oneresult.1

Anotable

outcomeofthesecondexperim

entistheease

with

whichthegrammars

gen

erate

awidevarietyofdifferentmis-

sion

structures.

Theresolution

grammardoes

notdictate

how

manykeysare

required

toopen

asingle

lock,orhow

often

itcan

beused

toopen

multiple

locks.

Previousex-

perim

ents

withlock

andkey

gen

erationgrammars

required

much

more

sophisticatedgrammars

[3],yet

did

notgen

erate

thesamevarietyofpossible

lock

andkey

structures.

4.TA

ILO

RIN

GPC

GT

OO

LS

Oneim

portantresultofthenew

approach

toproceduralcon-

tentgen

erationsketched

inthis

paper

isaredesignofLu-

doscope.

Ludoscopeoriginallywasfirstandforemost

atool

thathelpsdesignerscreate

transform

ation

grammars

and

experim

entwithdifferentway

sofexecute

multiple

transfor-

mations.

Itwasmostly

relevantasatoolto

designproce-

duralcontentgen

erationproceduresforgames.Byexplic-

itly

supportinggen

erationandresolutionstep

sinto

thispro-

cess,Ludoscopechanged

into

atoolthatfits

inwith”m

ixed

-initiative”

designtools[11],makingitmore

relevantforgame

1Thegrammarofthis

experim

entonly

gen

eratesdifferent

resultsifitsinputcontainsmultiple

keysfollow

edbymulti-

ple

locks.

Figure

5:Late

stversion

ofLudoscopefeatu

ring

in-

putand

outp

utch

annels.

developmentasagen

eric

contentproductiontool.

Themost

prominentchangeis

thecreation

ofinputand

outputchannelsin

thetool’smain

window

(see

figure

5).

Adesigner

isable

tomodifythemodel

intheinputchannel

(inthetophalf).

Ludoscopeusesthatinputto

create

an

output.

Theoutputcanbetheresult

oftheexecutionofa

single

transform

ation

grammar,

oramore

complexproce-

dure

specified

byarecipethatis

able

toexecute

multiple

grammars

andapply

other

specialoperationssuch

ascon-

verting

agraph

toa

figure

consisting

oftw

o-dim

ensional

shapes.Dep

endingonthesp

eedofthetransform

ation,the

outputcanbegen

eratedin

resp

onse

toanychangein

the

inputin

realtime.

Forexample,theoutputgen

eratedin

figure

5mightrepre-

sentasimple

level

foraplatform

game.

Inthis

case

thede-

signer

specified

thelocationofplatform

sin

theinputchan-

nel,andthetransform

ationgrammarfillsin

thedetailsto

create

thecomplete

level.

Inthis

case

thedesigner

exe-

cutesthegen

erationstep

manuallyandLudoscoperesp

onds

byfillingthedetails;

itexecutestheresolutionstep

.This

set-upallow

sadesigner

toexplore

differentpossibilitiesfor

distributionofplatform

smuch

faster

thanwould

norm

ally

bepossible.In

additions,grammars

canbedesigned

insuch

away

thatittakes

into

accountthedistance

aplayer

might

beable

tojump

inorder

tomakesure

thelevel

remains

playable.Atthemomentofwritingwehaveonly

started

toexplore

thepossibilitiesthis

new

approach

brings.

Distinguishingbetweengen

erationandresolutionstep

sdur-

ingcontentgen

eration

alsomakes

iteasier

tochangethe

sourceofvarietyforthealgorithm.Thevarietycanbede-

liberately

designed

manually,

asis

thecase

inLudoscope.

Inaddition,aswasillustratedwiththeexperim

ents

abov

e,simple

random

selection

ofelem

ents

already

worksif

the

resolutionstep

ispow

erfulen

oughto

dealwith(alm

ost)all

possible

combinations.

Anoptionsthatis

notexploredin

data

usingasimple

combinatoriallogic.A

secondalgorithm

(theresolutionstep

)isresp

onsible

forreorganizingthedata

into

usable

contentforthegame.

Together,thesetw

ostep

scooperate

topush

thecreativityofthealgorithm

towards

exploratory

creativity.

Dividing

theprocess

into

two

step

swith

acleardivision

ofresp

onsibilitiesbetweenthem

,hasfourim

portantadvan-

tages:

1.Thegen

erationstep

becomes

trivialto

designandim

-plement.

Inidealsituationsanyrandom

combination

willdo,andin

practiceonly

afew

simple

constraints

needto

betaken

into

account.

2.Thenovelty

oftheproducedcontentcanbedetermined

earlyonandbefore

thecomputationallymore

expen

-siveresolutionalgorithm

isexecuted.

3.Thedesigner

ofthegen

erationalgorithm

only

hasto

focu

sonsp

ecifyingthestructuresthatare

allow

edby

thegame.

Thedesigner

does

nothaveto

specifyall

thepossible

combinationsofstructures,

orhow

these

combinationsare

tobegen

erated.

4.Thegen

eration

algorithm

can

beeasily

replaced

by

adifferentsourceofnovelty.Forexample,it

canbe

handcrafted

byadesigner,orproducedin

resp

onse

toplayer

perform

ance.

3.E

XPE

RIM

EN

TS

Previousresearchinto

proceduralcontentgen

erationhasled

tothedevelopmentofLudoscope.

Ludoscopeis

anexper-

imentalprogram

thatusestransform

ationalgrammars

togen

erate

content.

Itallow

sdesignersto

create

differenttypes

ofgrammars

(stringgrammars,graphgrammars,tile

gram-

mars,andshapegrammars),

andsetupdifferentrecipes

togen

erate

contenttailoredtowardsaparticulargame.

Anim

-portantdesignfeature

oftheprogram

isitsabilityto

split

proceduralcontentgen

erationinto

multiplestep

s.Each

step

canbesp

ecified

bydifferentgrammars,andproducesdiffer-

entmodelsthatrepresentagame’scontentduringvarious

stages

ofitsgen

eration.Ludoscope’smulti-step

grammar-

basedoperationsanditsrelationto

model

driven

engineer-

ingasgen

eralapproach

toproceduralcontentgen

erationhas

beenreported

previously[3,4].

Initially,

nochanges

toLudoscopewereneeded

tosetupa

number

ofexperim

ents

totest

ourassumptionsaboutsimple

gen

erationofnovelty,combined

withamore

sophisticated

resolutionalgorithm

togen

erate

ausefuldata

set.

Thefirst

experim

entused

asimple

tile

based

grammarto

gen

erate

dungeonsthatmightbeused

ina

roguelikegame.

The

gen

erationstep

simply

producedatile

maprandomly

filled

with

wallsand

open

spaces,

excepton

theborders,

which

would

alway

sbewalls(see

figure

1).

Forthis

experim

ent,

thechance

thatatile

(other

thanthose

ontheed

ges)was

setto

awallwas40%.Theresolutionstep

applies

asimple

transform

ation

grammarto

structure

therandom

setinto

somethingthatismore

usable

foragame(see

figure

2).

Itis

interestingto

note

thattheresultsoftheresolutionslightly

differ

astherulesin

thetransform

ationgrammarare

applied

randomly

byselectingonepossible

transform

ationfrom

all

Figure

1:Randomly

genera

tedse

tofwallsandopen

spacesto

cre

ate

adungeon.

ww

ww

ww

ww

ww

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wo

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Figure

2:

Sample

resu

lts

after

the

application

an

explora

tory

gra

mmarto

cre

ate

more

stru

ctu

re.

possible

transform

ationseverystep

.How

ever,they

donot

differ

asmuch

asonemightexpectfrom

arandom

applica-

tion

oftransform

ation

rules:

thegrammarconverges

on

anumber

ofstable

solutions.

Inmanyway

s,thegrammarfortheresolutionstep

actsas

acellularautomaton:locallydefi

ned

rules,

dep

endingona

tile’s

neighbors,changeopen

spacesto

wallsandviceversa.

How

ever,it

isim

portantto

note

thatthegrammarusedin

theresolutionstep

does

notch

angethenumber

ofwallsand

open

spacesascellularautomata

would:open

spacesand

wallsmightsw

applaces,buttheirresp

ectivenumbersdonot

change.

Thisfeature

isim

portantwhen

thesametechniques

are

usedto

gen

erate

other

elem

ents

inthedungeonatthe

sametime.

Forexample,when

thenumber

ofmonsters,

doors

andtrapsis

determined

duringthesamegen

eration

step

.

Thesecondexperim

entinvolves

thegen

erationoflock

and

key

missionstructures.

Inthis

case

thegen

erationstep

cre-

atesastringoftasks.

Thestringalway

sstartswithan”en-

trance”anden

dswitha”goal”to

representthestart

enden

dpoints

forthelevel.In

addition,thefirsttask

isalway

sakey

andthelast

task

isalway

salock.This

guarantees

thatany

lock

ispreceded

byatleast

onekey

andanykey

isfollow

edbyatleast

onelock.Theinterm

ediate

tasksare

randomly

setto

contain

locks,

keysorother

task

with

probabilities

of25%,25%

and50%

(see

figure

3).

Next,

theresolution

step

gen

eratesastructure

inwhicheach

key

isassociatedto

atleast

onelock

(andviceversa),

andin

whichtheinitial

sequen

ceoflocks,

keysandother

tasksis

preserved

.Figure

Ludo

scop

e

Dw

arf Q

uest

Fig

ure

10:

Aut

omat

ed c

reat

ion

and

adap

tatio

n of

gam

e le

vels

and

mis

sion

str

uctu

res

usin

g th

e Lu

dosc

ope

tool

, in

the

cont

ext

of a

cas

e st

udy

with

Wild

Car

d G

ames

on

the

gam

e D

war

f Q

uest

.

Au

tom

ate

d G

am

e D

esi

gn

Page 30: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

25

o fa

r w

e ha

ve s

een

num

erou

s ex

ampl

es o

f ou

r re

sear

ch p

roje

cts.

The

se e

xam

ples

hav

e tw

o as

pect

s in

com

mon

. O

n th

e on

e ha

nd,

they

sho

w t

he a

ffor

-da

nces

to

give

the

use

r a

mor

e ac

tive

rol

e in

sev

eral

ap

plic

atio

n do

mai

ns,

such

as

heal

th c

are

or e

duca

-ti

on,

whi

ch w

e ha

ve c

alle

d pl

ayfu

l em

pow

erm

ent.

A

nd a

s a

cons

eque

nce,

on

the

othe

r ha

nd,

thes

e pr

o-je

cts

also

red

efin

e th

e re

lati

on b

etw

een

the

diff

eren

t re

leva

nt s

take

hold

ers.

Let’

s fi

rst

have

a lo

ok a

t th

is n

otio

n of

em

pow

er-

men

t. T

he p

roje

cts

show

n he

re c

an b

e un

ders

tood

as

embl

emat

ic o

f an

irre

vers

ible

shi

ft t

hat

took

pla

ce in

th

e la

st d

ecad

e fr

om m

erel

y br

owsi

ng in

form

atio

n on

th

e w

eb t

o in

tera

ctio

n in

wha

t w

e ha

ve m

enti

oned

ea

rlie

r, in

tera

ctio

n sp

aces

(pa

ge 8

) or

aff

init

y sp

aces

(p

age

16),

em

pow

erin

g us

ers

to a

ct u

pon

know

ledg

e,

acqu

ire s

kills

and

bon

d in

a (

soci

al)

cont

ext.

In t

he

exam

ples

giv

en a

bove

, th

e fo

cus

lies

mer

ely

on t

he

expe

rien

ce o

f th

e us

er,

the

citi

zen,

the

act

ual h

uman

be

ing

we

find

act

ivel

y im

mer

sed

in t

he d

igit

al w

orld

w

e ha

ve c

reat

ed.

As

such

, w

e ha

ve la

bele

d ci

tize

n

grap

hs t

o re

pres

ent

a po

tent

ial m

issi

on f

or t

his

gam

e.

Gre

en a

rrow

s in

dica

te w

hich

key

s un

lock

whi

ch lo

cks

of t

he d

unge

on (m

ultip

le k

eys

mig

ht b

e re

quire

d to

un

lock

a s

ingl

e lo

ck).

At

the

bott

om o

f th

e fig

ure,

a

scre

en s

hot

of t

he e

nd r

esul

t is

sho

wn

(Cop

yrig

ht

Dw

arf

Que

st, W

ild C

ard

gam

es).

Ano

ther

too

l cal

led

Mic

ro-M

achi

natio

ns e

ntai

ls a

gam

e de

sign

lang

uage

for

des

crib

ing

econ

omic

gam

e m

e-ch

anic

s. T

his

libra

ry e

nabl

es g

ame

desi

gner

s to

mod

ify

gam

e m

echa

nics

whi

le a

gam

e is

run

ning

, whi

ch is

a

high

ly d

esira

ble

feat

ure

that

allo

ws

for

the

fast

pro

to-

typi

ng o

f in

tera

ctiv

e ga

me

feat

ures

. Th

e th

eore

tical

con

trib

utio

ns o

f th

e pr

ojec

t lie

in t

he

com

bina

tion

of e

xper

tise

abou

t pr

oced

ural

con

tent

ge

nera

tion

(Dor

man

s &

Lei

jnen

, 201

3), f

orm

al m

odel

s of

gam

es a

nd g

ame

desi

gn (D

orm

ans,

201

3; v

an R

o-ze

n &

J. D

orm

ans,

201

4), a

nd e

mer

genc

e an

d sy

stem

dy

nam

ics

in g

ame

desi

gn (L

eijn

en &

Dor

man

s, 2

014)

.

In t

he f

utur

e th

ese

tool

s fo

r au

tom

ated

gam

e de

sign

w

ill a

lso

be a

vaila

ble

for

the

end

user

, whi

ch w

ill a

llow

la

rger

gro

ups

of (s

emi)

prof

essi

onal

s to

des

ign

for

play

an

d ga

mes

in a

muc

h ea

sier

way

.

Lets

pla

y c

ivic

S

Page 31: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

26

empo

wer

men

t a

cent

ral t

hem

e in

our

res

earc

h, a

nd

man

y of

the

exa

mpl

es s

how

n ca

n be

und

erst

ood

as

‘civ

ic m

edia

’: m

edia

in w

hate

ver

form

or

shap

e th

at

empo

wer

cit

izen

s to

impr

ove

the

qual

ity

of t

heir

indi

vidu

al li

ves,

and

pro

vide

the

m w

ith

the

mea

ns t

o en

gage

and

act

upo

n co

llect

ive

soci

etal

issu

es.

The

latt

er is

an

impo

rtan

t so

ciet

al s

hift

tow

ards

the

ris

e of

w

hat

has

been

cal

led

‘net

wor

ked

publ

ics’

(Va

rnel

is,

2008

) or

‘is

sue

publ

ics’

(La

tour

, 20

05,

Mar

res,

200

6).

Thes

e ar

e pu

blic

s th

at c

onsi

st o

f gr

oups

of

citi

zens

w

ho s

hare

a p

arti

cula

r go

al o

r m

atte

r of

con

cern

and

us

e a

vari

ety

of m

edia

pla

tfor

ms

to v

isua

lize

this

co

llect

ive

issu

e an

d or

gani

ze t

hem

selv

es a

roun

d it

.

In o

ur p

revi

ous

exam

ples

we

have

look

ed a

t th

e po

wer

of

play

to

do e

xact

ly t

hat:

eng

agin

g ci

tize

ns in

pl

ayfu

l way

s in

deb

ates

and

inte

ract

ions

abo

ut im

por-

tant

issu

es.

A g

ood

exam

ple

in a

mor

e ci

vic

sett

ing

to

illus

trat

e th

e ro

le o

f pl

ay w

ithi

n th

e th

eme

of c

itiz

en

empo

wer

men

t is

Wor

ld o

f C

ityc

raft

(20

10),

a p

layf

ul

envi

ronm

ent

in w

hich

cit

izen

s co

me

toge

ther

to

disc

uss

issu

es a

roun

d ur

ban

plan

ning

.

Play

the

City

fou

ndat

ion,

201

0

Wor

ld o

f C

itycr

aft

(WoC

, 201

0; S

chou

ten,

201

1a) i

s an

in

tera

ctiv

e re

al-t

ime

real

-age

nt c

ity g

ener

atio

n ga

me;

a

good

exa

mpl

e of

the

shi

ft in

rel

atio

nshi

ps b

etw

een

citiz

ens,

pro

fess

iona

ls a

nd in

stitu

tions

. WoC

ena

bles

us

ers

to c

hang

e th

e pl

anni

ng a

nd r

ealiz

atio

n of

an

urba

n de

sign

into

a m

ore

dyna

mic

, dem

ocra

tic a

nd

inte

ract

ive

proc

ess

of n

egot

iatio

n in

whi

ch d

iffer

ent

stak

ehol

ders

(citi

zens

, arc

hite

cts,

gov

ernm

ent,

citi

zens

et

c.) w

ork

toge

ther

to

dire

ctly

influ

ence

the

ir ow

n di

rect

loca

l env

ironm

ent.

One

cou

ld s

ay t

hat

thes

e pl

ayfu

l act

iviti

es, s

uppo

rt:

• A

bot

tom

-up

appr

oach

inst

ead

of t

op-d

own

de

cisi

on-m

akin

g. T

he g

ame

can

prov

ide

a m

ore

open

pl

atfo

rm f

or d

iscu

ssio

n.•

Coc

reat

ion,

allo

win

g a

larg

e au

dien

ce o

f us

ers,

city

pl

anne

rs a

nd in

vest

ors

to p

artic

ipat

e in

des

ign.

• Ite

rativ

e D

esig

n, e

nabl

ing

inst

ant

prot

otyp

ing,

virt

ual

and

real

vis

ualiz

atio

ns, 3

D m

odel

s an

d pr

intin

g.

Wo

rld

of

Cit

ycr

aft

Page 32: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

27

• W

isdo

m o

f th

e C

row

d an

d ag

ent

tech

nolo

gy, w

here

in

form

atio

n an

d de

cisi

ons

can

com

e fr

om m

any

sour

ces.

• O

pen-

Ende

d Pl

ay, a

mor

e dy

nam

ic a

nd b

alan

ced

way

of

des

igni

ng, l

ess

rest

ricte

d by

fix

ed r

ules

or

regu

la-

tions

.•

An

optim

al o

ppor

tuni

ty t

o co

nnec

t th

e vi

rtua

l and

th

e r e

al w

orld

.

This

pla

y m

etho

dolo

gy h

as b

een

used

in m

any

sett

ings

by

the

Pla

y th

e C

ity F

ound

atio

n to

eng

age

mul

tiple

st

akeh

olde

rs in

com

plex

urb

an c

halle

nges

, suc

h as

to

help

tra

nsfo

rm t

he c

entr

e of

Sou

th A

fric

a’s

seco

nd-

larg

est

tow

nshi

p (P

lay

Cap

e To

wn,

201

5) w

ithin

a v

ery

com

plex

soc

ial c

onte

xt.

Fig

ure

11:

Pla

y C

ape

Tow

n. In

Nov

embe

r 20

14, 8

0 lo

cal

stak

ehol

ders

, with

the

hel

p of

the

City

of

Cap

e To

wn

set

up a

City

Gam

e se

ssio

n w

ith lo

cal s

take

hold

ers,

in w

hich

th

ey s

trat

egiz

ed t

heir

urba

n vi

sion

s. S

ever

al c

olla

bora

tivel

y so

urce

d id

eas

wer

e pr

opos

ed, s

uch

as c

o-op

erat

ive

owne

r-sh

ip o

f la

nd, r

ent

polic

y fo

r re

gula

rized

sho

ps a

nd id

eas

for

sust

aina

ble

tour

ism

.

Page 33: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

28

From

thi

s ex

ampl

e th

ere

is a

n im

port

ant

othe

r is

sue

that

fol

low

s: c

all i

t pr

o-am

(Le

adbe

ater

, 20

04),

the

ri

se o

f th

e pr

osum

er (

Tofl

er,

1980

), c

ultu

ral c

onve

r-ge

nce

(Jen

kins

, 20

09),

dig

ital

soc

ial i

nnov

atio

n (N

esta

, 20

15)

or b

y an

y ot

her

nam

e, w

hat

is a

t st

ake

is a

lso

the

shif

t in

rel

atio

nshi

ps b

etw

een

citi

zens

, pr

ofes

sio-

nals

and

cen

tral

ized

inst

itut

ions

on

the

othe

r ha

nd.

New

med

ia a

nd in

tera

ctiv

e te

chno

logi

es h

ave

give

n ‘a

mat

eurs

’ ac

cess

to

tool

s an

d kn

owle

dge

that

wer

e fo

rmer

ly r

eser

ved

for

prof

essi

onal

s, f

or in

stan

ce in

de

cisi

on p

roce

sses

aro

und

urba

n pl

anni

ng,

as in

the

ex

ampl

e of

Wor

ld o

f C

ityC

raft

. Th

ese

med

ia a

nd

inte

ract

ive

tech

nolo

gies

lead

to

a m

ore

bott

om-u

p ap

proa

ch in

stea

d of

top

dow

n pr

oces

s of

dec

isio

n-m

akin

g. W

hen

the

citi

zen

in t

his

futu

re t

rend

, is

in

deed

em

pow

ered

, an

d ca

n no

long

er b

e co

nsi-

dere

d as

just

a ‘

sim

ple

cons

umer

’, t

he r

ole

of d

esig

n w

ill c

hang

e an

d be

com

e m

ore

impo

rtan

t. T

hus,

the

th

eme

of c

itiz

en e

mpo

wer

men

t, a

nd t

he t

opic

of

civi

c m

edia

, do

es n

ot ju

st o

nly

addr

ess

the

posi

tion

of

citi

zens

in a

new

ly e

mer

ging

med

ia w

orld

. Th

ey a

lso

addr

ess

the

role

of

the

desi

gn a

nd t

hat

of p

rofe

ssio

-na

ls w

orki

ng in

exi

stin

g so

ciet

al in

stit

utio

ns.

It’s

not

that

the

ir r

oles

hav

e be

com

e su

perf

luen

t.

The

role

of

desi

gn s

hift

s fr

om t

he m

echa

nics

of

info

r-m

atio

n to

the

dyn

amic

s of

pro

cess

ing

and

co-c

rea-

tion

; it

is t

he d

esig

ner

who

thr

ough

the

diff

eren

t le

n-se

s w

e ha

ve s

een,

set

the

use

r in

mot

ion

and

crea

te

the

aren

as o

f pl

ayfu

l int

erac

tion

tha

t al

low

cit

izen

s to

insp

ire,

deba

te,

part

icip

ate

or p

ersu

ade

wit

h on

e an

othe

r. Ye

t he

or

she

does

so

in n

ew w

ays:

oft

en in

co

llabo

rati

on w

ith

end-

user

s, o

r ev

en b

y de

sign

ing

tool

s th

roug

h w

hich

cit

izen

s ca

n de

sign

the

se a

pplic

a-ti

ons

them

selv

es.

The

sam

e go

es f

or p

rofe

ssio

nals

suc

h as

pla

nner

s an

d po

licy

mak

ers.

The

y ar

e lo

okin

g fo

r ne

w w

ays

to

prov

ide

the

righ

t fr

amew

orks

and

pro

cedu

res

that

ac

tual

ly a

llow

cit

izen

s to

bec

ome

empo

wer

ed.

Thus

in

a p

ost-

digi

tal w

orld

the

rol

e of

pro

fess

iona

ls a

nd

inst

itut

ions

rem

ains

an

impo

rtan

t on

e, a

nd a

s an

in

stit

utio

n co

ncer

ned

wit

h th

e ed

ucat

ion

of f

utur

e pr

ofes

sion

als,

our

res

earc

h ex

plic

itly

add

ress

ed t

he

role

of

thes

e pr

ofes

sion

als

and

the

21st

-cen

tury

ski

lls

they

nee

d to

coo

pera

te w

ith

citi

zens

.

Page 34: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

29

In o

ne o

f ou

r re

sear

ch p

roje

cts,

The

Hac

kabl

e C

ity,

w

e ar

e ex

plor

ing

thes

e is

sues

. H

ere,

we

use

a re

-se

arch

-by-

desi

gn a

ppro

ach

to f

ind

out

how

we

can

com

bine

the

aff

orda

nces

of

digi

tal m

edia

to

inde

ed

prov

ide

citi

zens

wit

h a

grea

ter

sens

e of

ow

ners

hip

(De

Lang

e &

De

Waa

l, 20

13)

in t

he r

edev

elop

men

t of

Bu

iksl

oter

ham

, a

form

er in

dust

rial

qua

rter

in A

mst

er-

dam

-Noo

rd.

At

the

sam

e ti

me,

we

are

look

ing

for

new

rol

es,

desi

gn c

an p

lay

in t

his

proc

ess,

as

wel

l as

wha

t th

is b

otto

m-u

p or

gani

zati

on o

f ci

tize

ns m

eans

fo

r lo

cal g

over

nmen

t.

Ha

cka

ble

Cit

yB

uik

slo

terh

am

Part

ners

: UvA

, One

Arc

hite

ctur

e, C

oope

ratie

ve

Vere

nigi

ng B

uiks

lote

rham

, Min

istr

y of

the

Inte

rior

and

Kin

gdom

Rel

atio

ns, P

akhu

is d

e Zw

ijger

Perio

d: 2

015-

16Re

sear

cher

s: M

artij

n de

Waa

l, Be

n Sc

hout

en

In t

he N

orth

of

Am

ster

dam

, th

e fo

rmer

indu

stri

al

area

of

Buik

slot

erha

m is

cur

rent

ly b

eing

red

evel

oped

. W

here

as u

ntil

rece

ntly

a ‘

clea

n sl

ate’

app

roac

h w

ould

be

app

lied

to s

uch

an a

rea,

thi

s ti

me

it w

as d

ecid

ed

to t

ry a

new

app

roac

h th

at w

ould

invo

lve

a br

oad

vari

ety

of lo

cal s

take

hold

ers

and

prov

ide

them

wit

h ow

ners

hip

in t

he r

edev

elop

men

t pr

oces

s. W

e w

ill in

-ve

stig

ate

the

role

of

digi

tal m

edia

in t

his

proc

ess

in a

re

sear

ch-b

y-de

sign

pro

ject

. W

e w

ill d

evel

op t

hree

pro

-to

type

s fo

r to

ols

that

are

to

impr

ove

the

oppo

rtun

itie

s fo

r ci

tize

ns t

o en

gage

wit

h th

e re

deve

lopm

ent

of t

he

area

. In

one

pro

toty

pe,

we

will

look

at

the

proc

ess

of

bott

om-u

p de

velo

pmen

t of

the

are

a th

roug

h a

grou

p of

‘se

lf-b

uild

ers’

, a

grou

p of

cit

izen

s th

at in

divi

dual

ly

Page 35: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

30

For

inst

ance

, on

e of

the

se ‘

acti

on m

aps’

sho

ws

an

over

lay

of d

atas

ets

that

sho

w u

s lo

cati

ons

wit

h a

grow

ing

urba

n po

pula

tion

tha

t ha

ve a

sur

plus

of

empt

y of

fice

spa

ce a

nd w

here

the

pri

ce o

f of

fice

sp

ace

is h

alf

of t

hat

of h

ousi

ng.

Ergo

: th

ose

are

the

spot

s th

at m

ight

be

mos

t in

tere

stin

g fo

r co

nver

ting

of

fice

s in

to h

ousi

ng.

We

will

exp

lore

sim

ilar

appr

oa-

ches

tha

t w

ill g

ive

insi

ght

into

opp

ortu

niti

es f

or t

he

deve

lopm

ent

of a

circ

ular

eco

nom

y in

Bui

kslo

terh

am.

have

acq

uire

d a

plot

of

land

and

are

allo

wed

to

build

th

eir

own

hous

es.

One

of

the

issu

es t

hey

run

into

is

the

exch

ange

of

know

ledg

e ab

out

both

tec

hnol

ogic

al

and

proc

edur

al a

spec

ts o

f bu

ildin

g th

eir

own

hous

es.

We

will

res

earc

h w

ays

to b

uild

an

onlin

e kn

owle

dge

com

mun

ity

that

will

fac

ilita

te t

his

proc

ess.

A s

ourc

e of

insp

irat

ion

are

web

site

s su

ch a

s W

ikih

ouse

, w

here

a

libra

ry o

f bl

uepr

ints

is m

ade

avai

labl

e fo

r ho

uses

th

at c

an b

e pu

t to

geth

er u

sing

new

tec

hnol

ogie

s su

ch

as 3

D p

rint

ing.

In a

noth

er p

roto

type

wit

hin

this

pro

ject

, w

e w

ill lo

ok

at w

ays

in w

hich

we

can

mak

e us

e of

urb

an d

ata

to

visu

aliz

e pa

rtic

ular

dev

elop

men

t op

port

unit

ies.

An

exam

ple

of t

his

stra

tegy

can

be

foun

d in

the

pro

ject

O

SCit

y.eu

– a

n in

itia

tive

by

Mar

k va

n de

r N

et,

who

is

also

a c

olla

bora

tor

in o

ur H

acka

ble

Cit

y re

sear

ch p

ro-

ject

. Th

is p

roje

ct h

as f

ound

a w

ay t

o pl

ot m

ore

than

on

e hu

ndre

d op

en d

ata

sour

ces

abou

t th

e N

ethe

r-la

nds

on a

n ea

sy-t

o-gr

asp

digi

tal m

ap.

Vari

ous

data

fr

om o

ther

pro

ject

s on

a d

igit

al m

ap in

the

Net

her-

land

s ca

n pr

ovid

e im

port

ant

insi

ghts

and

opp

ortu

ni-

ties

for

suc

cess

ful d

evel

opm

ent

that

may

be

of in

te-

rest

to

both

pro

fess

iona

l des

igne

rs a

nd c

itiz

ens.

Fig

ure

12:

Bui

kslo

terh

am, A

mst

erda

m-N

oord

.

Page 36: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

31

Add

ress

ing

thes

e cr

itic

al q

uest

ions

is o

f th

e ut

mos

t im

port

ance

. In

thi

s le

ctur

e, w

e em

phas

ized

tha

t w

e st

rong

ly b

elie

ve in

a r

esea

rch-

by-d

esig

n ap

proa

ch in

ou

r gr

oup.

As

the

big

data

and

sm

art

citi

es r

esea

rche

r Ro

b K

itch

in r

ecen

tly

has

plea

ded

in t

he C

ambr

idge

Jo

urna

l of

Regi

ons,

Eco

nom

y an

d So

ciet

y, t

here

ap

pear

s to

be

a bi

g ga

p be

twee

n th

e cr

itic

s of

te

chno

logi

es t

hat

may

pla

y im

port

ant

role

s in

the

or

gani

zati

on o

f ou

r (u

rban

) so

ciet

ies

and

the

com

pa-

nies

, go

vern

men

ts a

nd t

echn

ical

sch

olar

s th

at b

uild

th

e ci

ties

of

the

futu

re.

Whi

le t

he c

riti

cs d

o po

int

to

impo

rtan

t sh

ortc

omin

gs o

f ne

w t

echn

olog

ies

from

a

soci

etal

per

spec

tive

, th

ey h

ardl

y pl

ay a

rol

e in

or

even

ha

ve a

n in

flue

nce

on t

he d

evel

opm

ent

of a

lter

nati

ve

sets

of

tech

nolo

gies

tha

t re

spon

d to

the

ir c

riti

cism

s.

The

othe

r w

ay a

roun

d, m

any

of t

he c

omm

erci

al

deve

lope

rs o

f ne

w m

edia

pla

tfor

ms

are

unaw

are

or

unin

tere

sted

in t

he p

oint

s th

at a

re r

aise

d in

the

cri

ti-

cal d

ebat

es.

This

gap

bet

wee

n th

e iv

ory

tow

er a

nd t

he la

bs o

f te

chno

logy

fir

ms

on t

he o

ne h

and,

and

the

str

eets

of

the

cit

y an

d th

e of

fice

s at

tow

n ha

ll on

the

oth

er,

need

to

brid

ged

(Kit

chin

201

4).

And

tha

t’s

whe

re

asid

e fr

om o

ur r

esea

rch

stra

tegy

als

o ou

r ed

ucat

iona

l pr

ogra

m c

omes

in.

Whe

n ed

ucat

ing

the

desi

gner

of

the

futu

re,

we

feel

its

impo

rtan

t to

mak

e th

is li

nk

betw

een

crit

ical

thi

nkin

g an

d de

sign

ing.

The

des

igne

r of

the

fut

ure

does

not

onl

y ne

ed t

he r

elev

ant

skill

s to

de

sign

. H

e al

so n

eeds

to

be a

ble

to r

efle

ct o

n hi

s ro

le

in r

elat

ion

to t

he c

itiz

ens

he is

des

igni

ng f

or o

r w

ith,

as

wel

l as

the

capa

city

to

refl

ect

crit

ical

ly o

n th

e ro

le

of h

is p

rodu

cts

in s

ocie

ty a

t la

rge.

In t

he s

econ

d pa

rt

of t

his

lect

ure,

we

will

ela

bora

te m

ore

on t

his

impo

r-ta

nt r

ole

of d

esig

n th

inki

ng in

res

earc

h an

d ed

ucat

ion

at t

he A

mst

erda

m U

nive

rsit

y of

App

lied

Scie

nces

as

wel

l as

on p

lans

to

educ

ate

for

digi

tal c

raft

sman

ship

in

a n

ew m

aste

r cu

rric

ulum

on

digi

tal d

esig

n.

Page 37: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

32

his

is m

y th

ird in

augu

ral l

ectu

re a

s Pr

ofes

sor

at a

U

nive

rsit

y of

App

lied

Scie

nce

(UA

S);

in 2

006

I was

ap

poin

ted

Prof

esso

r A

mbi

ent

Inte

llige

nce

and

in 2

008

Prof

esso

r Se

riou

s G

ame

Des

ign

at F

onty

s U

nive

rsit

y of

A

pplie

d Sc

ienc

es.

I am

ver

y pr

oud

now

to

be ‘

hom

e’

in A

mst

erda

m.

In t

hese

yea

rs I

have

tri

ed t

o de

velo

p a

‘wor

king

mod

el o

f re

sear

ch’

at U

AS

in w

hich

edu

-ca

tion

and

pra

ctic

e pl

ay a

fun

dam

enta

l rol

e, w

hich

I w

ant

to s

hare

tod

ay w

ith

you.

In

thi

s se

cond

par

t of

m

y le

ctur

e I w

ant

to s

ketc

h th

e fu

ture

pla

ns w

e ha

ve

in o

ur r

esea

rch

grou

p of

pla

y an

d ci

vic

inte

ract

ion

desi

gn,

incl

udin

g th

e ro

le o

f re

sear

ch a

t un

iver

siti

es

of a

pplie

d sc

ienc

es a

nd s

hare

som

e ex

peri

ence

s an

d re

com

men

dati

ons

wit

h yo

u.

Ove

r th

e la

st 2

0 ye

ars

the

orga

niza

tion

al f

orm

of

vo-

cati

onal

tra

inin

g ha

s ch

ange

d. L

arge

r en

titi

es li

ke t

he

Am

ster

dam

Uni

vers

ity

of A

pplie

d Sc

ienc

es e

mer

ged

and

rese

arch

bec

ame

an e

ssen

tial

par

t of

pra

ctic

e fo

r te

ache

rs a

s w

ell a

s st

uden

ts.

Prof

esso

rs w

ere

inst

alle

d,

Pa

rt 2

The

ro

le o

f d

esi

gn

a

nd

fu

ture

pla

ns

T

Page 38: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

33

thro

ugh

Des

ign

is a

bout

cre

atin

g kn

owle

dge

thro

ugh

acti

on-r

efle

ctio

n in

a d

esig

n pr

oces

s (J

onas

, 20

07).

In t

his

rese

arch

, pr

otot

ypes

are

iter

ativ

ely

desi

gned

, de

velo

ped

and

eval

uate

d, w

hich

lead

s to

ric

h, q

uali-

tati

ve a

nd s

itua

tion

al in

sigh

ts;

in t

his

proc

ess,

the

ory,

de

sign

s an

d ev

alua

tion

s to

geth

er d

rive

and

info

rm

the

know

ledg

e ge

nera

tion

of

prot

otyp

es (

Hov

en e

t al

., 2

007)

. In

sigh

ts f

rom

the

se in

term

edia

te r

esul

ts,

prot

otyp

es a

nd e

valu

atio

ns a

re t

hen

used

to

info

rm

new

iter

atio

ns,

desi

gns

and

new

res

earc

h qu

esti

ons;

by

look

ing

at m

ulti

ple

seri

es o

f pr

otot

ypes

and

eva

lu-

atio

ns,

mor

e ge

nera

l con

clus

ions

suc

h as

fra

mew

orks

or

des

ign

reco

mm

enda

tion

s ar

e fo

rmul

ated

(Se

in,

Hen

frid

sson

, Pu

rao,

Ros

si &

Lin

dgre

n, 2

011)

.

And

tha

t is

exa

ctly

the

qua

lity

and

exis

tenc

e of

ap-

plie

d re

sear

ch in

our

dom

ain

of c

reat

ive

indu

stri

es

that

I ha

ve t

ried

to

show

you

tod

ay.

Idea

lly s

tude

nts

cont

ribu

te t

o th

e in

term

edia

te r

esul

ts t

hat

inte

grat

e to

mor

e ge

nera

l res

earc

h ef

fort

s. V

ice

vers

a, r

esea

rch

can

be m

eani

ngfu

l int

egra

ted

in e

duca

tion

and

the

pl

ace

to d

o is

mak

e-la

bs,

see

the

next

sec

tion

.

Seen

aca

dem

ical

ly,

rese

arch

thr

ough

des

ign

is c

ur-

rese

arch

was

init

iate

d an

d si

nce

then

the

exi

sten

ce,

qual

ity

and

char

acte

r of

res

earc

h on

UA

S is

som

e-ti

mes

deb

ated

: w

hat

is t

he a

dded

val

ue o

f ap

plie

d re

sear

ch a

nd h

ow is

thi

s re

sear

ch p

osit

ione

d to

oth

er

rese

arch

act

ivit

ies

at u

nive

rsit

ies

and

othe

r kn

owle

dge

inst

itut

es?

Let

me

say,

I st

rong

ly b

elie

f in

the

qua

lity

and

uniq

ue-

ness

of

appl

ied

rese

arch

at

Uni

vers

itie

s of

App

lied

Scie

nces

and

in m

y op

inio

n th

e ro

le o

f de

sign

thi

nk-

ing

is c

entr

al in

the

suc

cess

of

appl

ied

rese

arch

, as

I w

ill d

iscu

ss b

elow

. W

e ha

ve s

een

man

y ex

ampl

es in

th

is le

ctur

e w

here

des

igns

& p

roto

type

s w

ere

used

as

foun

dati

on f

or a

pplie

d re

sear

ch a

nd b

usin

ess

deve

l-op

men

t; in

our

gro

up w

e pr

acti

ce R

esea

rch

for

Des

ign

wit

h an

em

phas

is o

n th

e w

ord

prac

tice

.

Rese

arch

for

Des

ign

is r

esea

rch

to e

nabl

e de

sign

(Ti

e-be

n, 2

015,

Dow

nton

, 20

03);

it p

rovi

des

info

rmat

ion

and

insi

ghts

tha

t de

sign

ers

can

use

in s

peci

fic

desi

gn

proj

ects

. U

sabi

lity

test

ing

and

user

res

earc

h ar

e ex

am-

ples

of

rese

arch

for

des

ign

(Fra

nkel

& R

acin

e, 2

010)

. H

owev

er d

esig

n ca

n al

so b

e us

ed in

ano

ther

way

an

d w

e ca

ll th

is R

esea

rch

thro

ugh

Des

ign.

Res

earc

h

Page 39: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

34

rent

ly o

nly

prac

tice

d at

Uni

vers

itie

s of

App

lied

Scie

nces

incl

udin

g ar

t ac

adem

ies

and

desi

gn s

choo

ls.

At

univ

ersi

ty le

vel t

hese

des

ign

acti

viti

es r

esid

e m

ainl

y at

uni

vers

itie

s of

tec

hnol

ogy

and

I wou

ld b

e st

rong

ly

in f

avor

of

mor

e ed

ucat

iona

l and

res

earc

h ac

tivi

ties

in

desi

gn a

t ot

her

univ

ersi

ties

, in

clud

ing

the

foun

dati

on

of n

ew c

hair

s in

des

ign.

A t

ende

ncy

that

can

alre

ady

been

see

n in

dig

ital

hum

anit

ies,

a c

lose

col

labo

rati

on

betw

een

natu

ral s

cien

ces

and

the

hum

anit

ies;

I w

ould

lik

e to

qua

lify

the

desi

gn in

our

gro

up a

s hu

man

isti

c de

sign

whi

ch is

less

dri

ven

by u

sabi

lity

and

cont

rol

and

mor

e hu

man

cul

ture

ori

ente

d.

Ther

e is

ano

ther

rea

son

why

I st

rong

ly b

elie

ve t

hat

rese

arch

pra

ctic

es in

gen

eral

at

univ

ersi

ties

can

be

insp

ired

by t

he p

ract

ice

of r

esea

rch

thro

ugh

desi

gn.

It is

the

pro

cess

of

open

co-

crea

tion

in c

lose

col

labo

ra-

tion

and

par

tici

pati

on w

ith

all s

take

hold

ers,

incl

udin

g in

dust

ry a

nd s

tude

nts.

The

bou

ndar

ies

betw

een

wor

k an

d le

isur

e, a

nd b

etw

een

med

ia c

onsu

mpt

ion

and

med

ia p

rodu

ctio

n, a

re b

ecom

ing

incr

easi

ngly

blu

rred

(P

earc

e, 2

006)

.

This

will

req

uire

a c

ompl

etel

y di

ffer

ent

role

of

the

desi

gner

, no

t be

ing

the

sole

aut

hor

of t

he g

ame

or a

pplic

atio

n, a

s de

mon

stra

ted

for

inst

ance

in t

he

Gam

ejam

s w

e or

gani

ze.

In t

his

way

, de

sign

foc

uses

on

inte

ract

ive

prod

ucts

as

crea

tors

, fa

cilit

ator

s an

d m

edia

tors

of

expe

rien

ces

as w

ell a

s th

e cr

eati

on o

f op

port

unit

ies

for

citi

zens

.

Page 40: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

35

Part

ners

: Am

nest

y In

tern

atio

nal

Perio

d: 2

014-

2015

Re

sear

cher

s: M

enno

Dee

n an

d D

op T

erlin

gen

Stud

ents

: HV

A &

HK

U

Empo

wer

men

t an

d pa

rtic

ipat

ion

is n

ot o

nly

foun

d in

pl

ayin

g ga

mes

, bu

t al

so in

the

act

ual p

roce

ss o

f cr

eati

ng

gam

es.

Kaf

ai (

2006

), a

lread

y de

mon

stra

ted

that

cre

atin

g ga

mes

edu

cate

s st

uden

ts a

bout

the

res

pect

ive

subj

ect.

M

ore

inte

rest

ingl

y, t

he c

reat

ive

ende

avor

of

deve

lopi

ng

gam

es t

hrou

gh g

amej

ams

(fas

t pr

otot

ypin

g se

ssio

ns w

ithi

n a

cert

ain

them

e),

enfo

rces

dev

elop

ers

to c

lear

ly p

inpo

int

the

core

-con

cept

of

a pa

rtic

ular

sub

ject

. Th

is c

an a

lso

rela

te t

o so

cio-

cult

ural

issu

es,

such

as

gend

er a

ccep

tanc

e, d

iscr

imi-

nati

on a

nd f

reed

om o

f sp

eech

. St

icht

ing

Gam

es [

4Div

ersi

ty]

offe

rs d

evel

oper

s (s

tude

nts,

pro

fess

iona

ls,

rese

arch

ers)

an

envi

ronm

ent

to e

xpre

ss t

heir

per

spec

tive

on

soci

o-cu

ltur

al

issu

es b

y m

akin

g ga

mes

. W

ithi

n th

e 35

hou

r de

velo

pmen

t se

ssio

n, s

tude

nts

disc

uss

and

pres

ent

thei

r vi

ew o

n th

e w

orld

, cr

eati

ng n

ew a

nd in

nova

tive

gam

es t

hat

are

insp

ired

by a

cer

tain

soc

io-c

ultu

ral p

ersp

ecti

ve.

As

a re

sult

, or

gani

-zi

ng g

amej

ams

on s

ocie

tal i

ssue

s ca

n em

pow

er d

evel

oper

s

to e

xpre

ss t

heir

fee

lings

and

bui

ld o

n th

eir

trus

t th

at t

hey

can

mak

e a

diff

eren

ce.

The

last

jam

we

orga

nize

d, w

as a

t th

e of

fice

of

Am

nest

y In

tern

atio

nal i

n A

mst

erda

m o

n M

arch

28

& 2

9, 2

015.

Mai

n to

pic

was

the

pos

itio

n of

min

orit

ies

in

our

soci

ety.

ww

w.g

ames

jam

.nl.

Ga

me

[4D

ive

rsit

y]J

am

 Fi

gu

re 1

3: G

ame[

4Div

ersi

ty]J

am a

t A

mne

sty

Inte

rnat

iona

l, 28

-29

Mar

ch 2

015,

Am

ster

dam

.

Page 41: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

36

n th

is n

ew f

ield

of

inte

ract

ive

med

ia,

gam

es,

gam

ific

atio

n an

d pl

ayfu

l int

erac

tion

, th

e D

utch

are

in

tern

atio

nally

lead

ing.

Acc

ordi

ng t

o C

LIC

KN

L/G

AM

ES

the

Dut

ch G

ames

Indu

stry

has

a g

reat

pot

enti

al f

or

grow

th.

In 2

013

the

tota

l rev

enue

s am

ount

ed 8

05

M.

Euro

. It

is im

port

ant

to s

tren

gthe

n th

e in

dust

ry

and

inno

vati

on is

an

esse

ntia

l par

t of

our

mis

sion

at

HVA

. Le

t us

dis

cuss

som

e of

the

dri

ving

and

hin

deri

ng

fact

ors

in t

he r

elat

ions

hip

wit

h in

dust

ry a

s w

ell a

s ou

r re

sear

ch p

ract

ice.

Play

& g

ames

are

hig

hly

mul

tidi

scip

linar

y an

d se

vera

l di

scip

lines

con

trib

ute

to t

he t

heor

y, d

esig

n an

d va

lida-

tion

, su

ch a

s m

edia

stu

dies

, in

form

atio

n an

d co

mm

u-ni

cati

on t

echn

olog

y (IC

T),

psyc

holo

gy a

nd a

rt.

How

ever

thi

s pl

ayfu

l act

ivit

y, e

spec

ially

in t

he d

igit

al

aren

a, is

sti

ll a

deve

lopi

ng f

ield

and

lack

s a

cons

ensu

s of

nom

encl

atur

e, p

roce

ss a

nd c

ateg

oriz

atio

n. E

ach

disc

iplin

e br

ings

its

own

flav

or o

f m

eani

ng t

o te

rmi-

nolo

gy f

airl

y lo

osel

y, b

ut c

omm

only

and

inte

rcha

nge-

In t

he f

utur

e, p

layf

ul in

tera

ctio

n w

ill b

e pa

rt o

f ev

eryd

ay li

fe a

ctiv

ity;

an

appr

oach

tha

t ca

n be

cal

led

upon

whe

n ne

cess

ary

as p

art

of e

xist

ing

appl

icat

ions

in

lear

ning

, so

cial

net

wor

ks,

heal

thca

re e

tc.

(Tie

ben,

20

11).

I ha

ve s

how

n yo

u to

day

that

one

of

the

best

ex

ampl

es o

f pr

acti

cing

app

lied

rese

arch

is t

he d

esig

n fo

r ga

mes

& p

lay

and

the

reas

on is

sim

ple,

gam

es a

re

open

fra

mew

orks

of

‘thi

nkin

g by

doi

ng’

so a

pplie

d ga

mes

ARE

app

lied

rese

arch

, ga

mes

are

you

th c

ultu

re

and

mor

e im

port

ant

man

y ga

mer

s ar

e ga

me

desi

gn-

ers.

Esp

ecia

lly in

the

dom

ain

of d

esig

n, r

esea

rch

has

an ‘

acti

onab

le c

hara

cter

’ w

hich

allo

ws,

if d

one

cor-

rect

ly,

for

exte

nsiv

e in

tegr

atio

n w

ith

educ

atio

n. In

fac

t in

our

res

earc

h gr

oup,

in m

any

case

s, in

itia

l des

ign

expl

orat

ions

by

stud

ents

are

fol

low

ed b

y sy

nthe

sis

in

rese

arch

. Bu

t th

en it

is o

f up

perm

ost

impo

rtan

ce t

hat

thes

e ex

plor

atio

ns a

re in

spire

d an

d in

itia

ted

(by

need

s fr

om)

soci

ety

and

indu

stry

on

whi

ch t

opic

we

will

el

abor

ate

in t

he n

ext

sect

ion.

Re

lati

on

ship

w

ith

th

e i

nd

ust

ry

I

Page 42: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

37

resu

lt in

too

abs

trac

t m

odel

s or

sol

utio

ns t

hat

cann

ot

be im

plem

ente

d in

Indu

stry

. In

our

gro

up w

e tr

y to

ov

erco

me

this

wit

h ar

chet

ypic

al d

esig

n an

d re

com

-m

enda

tion

s st

rong

ly f

ocus

ed o

n a

spec

ific

use

r gr

oup

or c

onte

xt.

The

role

of

desi

gn la

bs,

whe

re s

tude

nts

and

rese

arch

ers

put

thei

r ‘e

ffor

ts o

n th

e ta

ble’

, is

th

eref

ore

of u

pper

mos

t im

port

ance

.

The

seco

nd p

robl

em is

tha

t of

wor

king

in d

iffer

ent

spee

ds;

it is

mer

ely

impo

ssib

le t

o do

res

earc

h w

ithi

n a

prod

ucti

on p

roce

ss.

We

solv

e th

is b

y ta

king

sev

eral

pr

oble

ms

apar

t (r

e-en

gine

erin

g),

how

ever

res

ults

are

al

way

s ‘t

oo la

te’.

I th

ink

it is

impo

rtan

t th

at b

oth

(re-

sear

ch a

s w

ell a

s in

dust

ry)

keep

the

ir o

wn

resp

onsi

bil-

ity,

but

wha

t is

of

uppe

rmos

t im

port

ance

, is

fle

xibi

lity

and

a fl

uid

mem

bran

e be

twee

n in

dust

ry a

nd r

esea

rch.

D

espi

te t

he f

inan

cial

and

org

aniz

atio

nal e

ffor

ts m

ade,

I p

erso

nally

thi

nk w

e ca

n do

bet

ter

in t

his

dom

ain

and

rese

arch

has

not

lead

to

suff

icie

nt in

nova

tion

. Th

is

opin

ion

is s

hare

d w

ith

indu

stri

al le

ader

s an

d is

hig

hly

deba

ted

in t

he f

ield

. Th

e m

arke

t is

mai

nly

arti

fici

al

subs

idiz

ed a

nd r

etur

n of

inve

stm

ents

are

not

cle

ar f

or

all s

take

hold

ers.

So

let

us d

iscu

ss in

the

nex

t se

ctio

n,

som

e fu

ture

pla

ns w

e ha

ve.

ably

use

d (P

olai

ne,

2010

). T

here

is s

impl

y no

t en

ough

lit

erac

y, d

esig

n re

sear

ch a

nd v

alid

atio

n pr

acti

ce.

A

pplie

d re

sear

ch in

thi

s fi

eld

can

only

flo

uris

h if

ap-

plic

atio

ns a

re b

uild

, de

sign

s ar

e m

ade,

but

abo

ve a

ll,

eval

uati

ons

are

done

and

syn

thes

ized

as

part

of

the

full

(iter

ativ

e) c

ycle

of

rese

arch

thr

ough

des

ign.

Toge

ther

wit

h th

e Er

asm

us U

nive

rsit

y (P

rof.

J.

Jans

z)

and

the

Uni

vers

ity

of U

trec

ht (

Prof

J.

Raes

sens

) a

four

-ye

ar N

WO

pro

ject

is d

edic

ated

to

this

issu

e (R

aess

ens,

Ja

nsz

& S

chou

ten,

201

4).

You

have

see

n ex

ampl

es

from

thi

s pr

ojec

t ea

rlie

r in

thi

s le

ctur

e. In

thi

s re

sear

ch

proj

ect

we

wor

k to

geth

er w

ith

com

pani

es a

s Ra

nj,

IJsf

onti

jn a

nd S

ubm

arin

e. S

peci

fic

case

s fr

om in

dust

ry

are

reve

rse

engi

neer

ed a

nd u

sed

as in

put

for

furt

her

desi

gn r

esea

rch.

In t

his

proj

ect

we

wor

k in

par

alle

l w

ith

real

ass

ignm

ents

and

pro

ject

s of

the

se c

ompa

-ni

es,

how

ever

tw

o pr

oble

ms

seem

per

sist

ent.

The

firs

t pr

oble

m I

wou

ld li

ke t

o de

fine

as

the

Zoom

Pr

oble

m.

Man

y re

sear

ch r

esul

ts in

our

sec

tor

con-

sist

of

mod

els,

fra

mew

orks

, le

nses

etc

. th

at a

re t

oo

abst

ract

and

not

alw

ays

appl

icab

le.

Typi

cal r

esea

rch

requ

irem

ents

(lik

e un

iver

salit

y an

d ge

nera

lizab

ility

)

Page 43: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

38

In t

he n

ext

year

s, w

e w

ould

like

to

cont

ribu

te t

o th

at

visi

on in

the

fol

low

ing

way

s:

1.

In o

rder

to

brid

ge r

esea

rch

effo

rts

to in

dust

rial

in

nova

tion

, ag

enda

set

ting

is e

ssen

tial

. In

Nov

em-

ber

2014

, M

inis

ter

Buss

emak

er la

unch

ed t

he

init

iati

ve t

o cr

eate

a n

atio

nal r

esea

rch

agen

da.

Our

res

earc

h gr

oup

cont

ribu

tes

to t

his

effo

rt in

co

llabo

rati

on w

ith

CLI

CK

NL/

GA

MES

to

prov

ide

a ne

w r

esea

rch

agen

da f

or w

hat

is c

alle

d th

e ec

o sy

stem

of

gam

es f

or t

he f

orth

com

ing

year

s to

st

reng

then

the

indu

stry

, bu

ildin

g on

thr

ee c

entr

al

them

es:

1) G

ame

wor

lds,

2)

Use

rs a

nd in

tera

c-ti

on a

nd 3

) Tr

ansf

er o

f ga

min

g (H

uism

an,

2012

).Th

is n

ew r

esea

rch

agen

da w

ill b

e pu

blis

hed

in t

he

fort

hcom

ing

two

mon

ths.

Mor

eove

r a

seri

es o

f 5

inte

rfac

e w

orks

hops

wit

h in

dust

ry a

re p

lann

ed a

t Pa

khui

s de

Zw

ijger

.2.

W

e ar

e cu

rren

tly

nego

tiat

ing

the

open

ing

of a

ne

w in

cuba

ting

off

ice

for

the

gam

e in

dust

ry,

toge

ther

wit

h th

e D

utch

Gam

e G

arde

n (D

GG

) in

A

mst

erda

m.

Dut

ch G

ame

Gar

den’

s m

issi

on is

to

crea

te e

mpl

oym

ent

and

econ

omic

gro

wth

by

sti-

mul

atin

g th

e ga

mes

indu

stry

in t

he N

ethe

rlan

ds.

n th

e re

sear

ch t

hrou

gh d

esig

n th

at I

prev

ious

ly d

e-sc

ribe

d, in

an

idea

l sit

uati

on,

inte

rmed

iate

res

ults

are

co

-pro

duce

d by

stu

dent

s an

d in

tegr

ated

by

rese

ar-

cher

s. G

iven

the

act

iona

ble

char

acte

r of

our

des

ign

rese

arch

, th

e be

st w

ay t

o cr

eate

the

se in

term

edia

te

resu

lts

is t

hrou

gh la

bs in

whi

ch p

roje

cts

are

wel

l in

tegr

ated

wit

h re

sear

ch a

nd s

cale

d do

wn

(to

addr

ess

the

zoom

pro

blem

) to

cle

ar a

ssig

nmen

ts f

or s

tude

nts

that

are

insp

ired

by t

he n

eed

for

soci

etal

and

eco

-no

mic

al in

nova

tion

(to

add

ress

the

spe

ed p

robl

em).

In

the

se la

bs r

esea

rch

effo

rts

and

indu

stry

inno

vati

on

com

e to

geth

er;

rese

arch

ers

guar

d th

e qu

alit

y an

d te

ache

rs g

uide

the

stu

dent

s in

the

pro

cess

of

thei

r ed

ucat

ion.

By

crea

ting

cen

tral

res

earc

h to

pics

(su

ch

as C

itiz

en E

mpo

wer

men

t) o

vera

rchi

ng t

he d

iffer

ent

rese

arch

gro

ups,

fur

ther

mul

tidi

scip

linar

y in

tegr

atio

n be

twee

n th

e di

ffer

ent

rese

arch

gro

ups

(lect

orat

en)

is

esta

blis

hed.

The

se c

entr

al r

esea

rch

topi

cs c

an c

hang

e sw

iftl

y ac

cord

ing

to d

iffer

ent

urge

ncie

s.

Futu

re p

lan

s a

nd

re

com

me

nd

ati

on

s

I1 2

Page 44: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

39

my

opin

ion;

cha

irs

at U

AS

are

not

alw

ays

able

to

set

agen

da in

edu

cati

on a

nd r

esea

rch

wit

hin

our

dom

ain,

and

thi

s sh

ould

be

impr

oved

. By

doi

ng

so,

the

mut

ual i

nteg

rati

on b

etw

een

our

seve

ral

rese

arch

gro

ups

will

be

impr

oved

.5.

M

aste

r ed

ucat

ion

will

be

the

road

map

to

furt

her

inte

grat

e hi

gher

edu

cati

on a

nd r

esea

rch

acti

viti

es

at d

iffer

ent

univ

ersi

ties

. Th

at is

why

we

deci

ded

in c

lose

col

labo

rati

on w

ith

a nu

mbe

r of

des

ign

agen

cies

wit

hin

crea

tive

indu

stry

, to

set

up

a pr

o-fe

ssio

nal m

aste

r fo

r di

gita

l des

ign.

In S

epte

mbe

r 20

15 t

his

new

inte

rnat

iona

l mas

ter

prog

ram

D

igit

al D

esig

n w

ill p

rela

unch

wit

h a

num

ber

of

pilo

t m

odul

es,

and

will

be

fully

ope

rati

onal

in

Febr

uary

201

6. N

ine

lead

ing

digi

tal a

genc

ies

and

the

Am

ster

dam

Uni

vers

ity

of A

pplie

d Sc

ienc

es c

ol-

labo

rate

to

real

ize

this

inte

rnat

iona

l top

pro

gram

: A

chtu

ng!,

DD

B &

Tri

bal A

mst

erda

m,

FHV

BBD

O,

Fabr

ique

, M

edia

Mon

ks,

Mir

abea

u, M

omka

i, Ta

m

Tam

en

Woe

dend

!

Thro

ugh

faci

litie

s an

d m

yria

d se

rvic

es D

GG

hel

ps

star

tup

gam

e co

mpa

nies

est

ablis

h th

emse

lves

, pr

omot

e th

e he

alth

y gr

owth

of

thei

r st

udio

s an

d fu

rthe

r th

e de

velo

pmen

t of

hig

h qu

alit

y ga

mes

.3.

C

reat

ing

Labs

for

life

long

lear

ning

. La

bs a

re o

f up

perm

ost

impo

rtan

ce f

or s

ever

al r

easo

ns.

Firs

tly

beca

use

of t

he n

atur

e of

res

earc

h (t

hrou

gh d

e-si

gn)

that

I di

scus

sed

earl

ier.

Long

-ter

m r

esea

rch

issu

es c

an b

e sc

aled

into

pra

ctic

al p

robl

ems

and

vice

ver

sa.

A la

b is

a p

lace

wer

e th

e de

mar

cati

on

betw

een

rese

arch

and

edu

cati

on f

ades

. G

radu

-at

e st

uden

ts,

inte

rns,

tea

cher

s, r

esea

rche

rs a

nd

prof

esso

rs w

ork

toge

ther

wit

h ex

tern

al (

indu

stri

al)

part

ners

. M

edia

lab

Am

ster

dam

is t

he o

ldes

t la

b in

our

inst

itut

e an

d w

e ar

e cu

rren

tly

sett

ing

up

an (

civi

c) in

tera

ctio

n la

b. S

ee h

ttp:

//w

ww

.hva

.nl/

crea

te-i

t/on

derz

oek/

labs

/labs

.htm

l4.

H

VA s

houl

d gi

ve t

he h

ighe

st p

rior

ity

to t

he

crea

tion

of

lab

faci

litie

s in

ord

er t

o im

prov

e th

e qu

alit

y of

des

ign,

des

ign

theo

ry a

nd a

pplie

d re

sear

ch.

Alm

ost

as e

ven

impo

rtan

t is

edu

cati

ng

our

bach

elor

stu

dent

s in

the

met

hodo

logy

of

(des

ign)

res

earc

h in

an

earl

y st

age

of t

he c

urri

cu-

lum

. Th

e po

siti

on o

f le

ctor

is in

thi

s ca

se c

ruci

al t

o

3 4

5

Page 45: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

40

indu

stry

is s

tead

ily g

row

ing,

the

re is

a s

tron

g de

man

d fo

r ex

celle

nce

in c

raft

sman

ship

, w

hich

is a

ckno

w-

ledg

ed b

y le

adin

g di

gita

l age

ncie

s in

the

fie

ld a

s w

ell

as f

rom

you

ng d

esig

n ta

lent

s. It

is t

ime

that

des

ign

educ

atio

n is

sup

plem

ente

d w

ith

a m

aste

r de

gree

tha

t fr

ames

thi

s ex

celle

nce8 .

I am

pro

ud t

o sa

y th

at w

e w

ill e

stab

lish

a ne

w d

igit

al

desi

gn m

aste

r. D

utch

des

ign

alre

ady

has

a be

nch-

mar

k in

the

des

ign

indu

stry

and

is in

nee

d of

a d

igit

al

equi

vale

nt.

The

chal

leng

e is

to

attr

act,

edu

cate

and

m

aint

ain

exce

llent

des

igne

rs a

nd t

o st

reng

then

the

de

sign

eco

-sys

tem

, it

s ag

enci

es a

nd e

ntre

pren

eurs

, he

re in

Am

ster

dam

and

inte

rnat

iona

lly.

Am

ster

dam

is

the

bes

t pl

ace

to s

tart

thi

s ch

alle

nge;

wit

h it

s op

en

and

dire

ct c

ultu

re it

is t

he p

erfe

ct h

otbe

d fo

r de

velo

-pi

ng c

onte

mpo

rary

dig

ital

pro

duct

s an

d se

rvic

es.

8 Th

ere

are

seve

ral r

easo

ns w

hy a

mas

ter

prog

ram

in d

esig

n is

ess

en-

tial.

1) M

aste

r st

uden

ts c

an u

nite

a lo

ng-t

erm

res

earc

h pe

rspe

ctiv

e w

ith s

hort

-ter

m o

bjec

tives

(zoo

m/s

peed

pro

blem

). 2)

Mas

ter

stu-

dent

s ar

e, in

my

opin

ion,

the

mis

sing

link

bet

wee

n ap

plie

d re

sear

ch,

incl

udin

g Ph

D s

tude

nts

and

bach

elor

stu

dent

s. It

will

str

engt

hen

the

posi

tion

of r

esea

rch

at A

UA

S. 3

) The

pro

visi

on o

f a

prof

essi

onal

m

aste

r pr

ogra

m is

ess

entia

l for

the

fur

ther

inte

grat

ion

of d

iffer

ent

type

s of

uni

vers

ities

.

he d

esig

n of

our

dig

ital

life

& c

ultu

re is

eve

rch

angi

ng a

nd f

unda

men

tally

diff

eren

t fr

om w

hat

we

used

to

know

. Th

e di

gita

l con

nect

ed w

orld

imm

erse

d by

dat

a, h

as c

hang

ed a

nd s

hift

ed f

rom

‘si

mpl

y da

ta

ever

ywhe

re’

to c

reat

ion,

col

labo

rati

on a

nd e

xper

i-en

ces.

Tec

hnol

ogy

is a

n in

extr

icab

le p

art,

mor

eove

r se

rvic

e de

sign

and

par

tici

pati

ng c

onsu

mer

s (p

rosu

-m

ers)

are

an

inte

gral

par

t of

the

val

ue c

hain

tha

t dr

ive

our

soci

ety

to o

ther

sol

utio

ns f

or w

icke

d pr

oble

ms.

Th

is a

sks

for

a di

ffer

ent

desi

gner

, w

ho’s

am

biti

on it

is

to r

espo

nd t

o th

e ne

eds

of t

he m

oder

n m

edia

dri

ven

citi

zen

in h

is/h

er g

loba

lly n

etw

orke

d, d

igit

ally

too

led

habi

tat

and

a ce

ntra

l qua

lity

to t

hat

is e

xcel

lenc

e in

cr

afts

man

ship

. A

des

igne

r w

ho is

cap

able

to

unde

r-st

and

the

chan

ging

rel

atio

nshi

p be

twee

n st

akeh

olde

rs

(clie

nts,

pro

fess

iona

ls,

(end

)use

rs)

in t

he e

co s

yste

m

of c

reat

ive

indu

stri

es.

The

need

to

desi

gn t

he f

utur

e st

arts

wit

h ed

ucat

ing

the

desi

gner

of

the

futu

re a

nd a

ltho

ugh

the

crea

tive

Ne

w M

ast

er

in D

igit

al

De

sig

n

T

Page 46: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

41

The

educ

atio

nal p

rogr

am o

f th

e pr

ofes

sion

al m

aste

r D

igit

al D

esig

n w

ill f

ocus

on

the

hybr

id,

(ana

log

and

digi

tal)

desi

gn s

pace

, w

here

cra

ftsm

ansh

ip,

tech

ni-

cal s

kills

go

hand

in h

and

wit

h vi

sion

and

iden

tity

. It

focu

ses

on t

he d

ynam

ics

of in

tera

ctio

n be

twee

n ci

ti-

zens

, te

chno

logy

, ex

peri

ence

s an

d bu

sine

ss.

Des

igne

rs

from

diff

eren

t de

sign

bac

kgro

unds

will

be

mas

tere

d

to e

xcel

lent

pro

fess

iona

ls w

ith

an in

tern

atio

nal v

isio

n on

dig

ital

des

ign.

The

edu

cati

onal

pro

gram

will

be

base

d on

sel

f-di

rect

ed le

arni

ng r

efle

cted

in c

ompe

-te

ncie

s al

low

ing

stud

ents

to

mat

ure

thei

r id

enti

ty

and

beco

me

prof

essi

onal

life

long

lear

ners

. In

the

cu

rric

ulum

the

stu

dent

will

mas

ter

skill

s, k

now

ledg

e an

d at

titu

de in

a c

urri

culu

m c

ompo

sed

of in

divi

du-

al p

roje

cts,

lear

ning

mod

ules

and

ass

ignm

ents

. Th

e de

sign

of

prod

ucts

and

ser

vice

s w

ill b

e us

er c

ente

red

(hum

anis

tic

desi

gn),

ski

lled,

cre

ativ

e an

d te

chno

lo-

gica

l sou

nd a

nd g

roun

ded

in s

tron

g an

d al

tern

ativ

e bu

sine

ss c

ases

.

Flex

ibili

ty w

ill b

e th

e ke

y as

set

of t

his

mas

ter.

A c

lear

pr

ofile

of

the

indi

vidu

al s

tude

nt’s

com

pete

ncie

s ba

sed

on a

por

tfol

io o

f de

sign

s w

ill b

e ta

ken

as a

st

arti

ng p

oint

. Th

e ed

ucat

iona

l pro

gram

is a

dmis

sibl

e to

sev

eral

bac

helo

rs o

f de

sign

: ar

chit

ects

, in

tera

c-ti

on d

esig

ners

, ga

me

desi

gner

s, in

dust

rial

des

igne

rs,

med

ia d

esig

ners

as

long

as

they

are

in m

atch

wit

h th

e co

mpe

tenc

e pr

ofile

of

the

grou

p, a

nd t

he s

tude

nt is

hi

ghly

mot

ivat

ed.

Acc

ordi

ng t

o th

e (g

roup

ed)

com

pe-

tenc

ies,

we

sele

ct a

tea

m o

f co

ache

s an

d su

perv

isor

s fi

tted

to

the

sele

ctio

n, f

rom

the

poo

l of

stak

ehol

ders

,

Mas

ter

Dig

ital

Des

ign

Lect

ora

ten

& o

nd

erzo

ek

Des

ign

Ind

ust

ryInte

rnat

ion

alEx

pert

Coa

ches

Stu

den

ten

Fig

ure

14:

The

Sch

ool o

f D

igita

l Des

ign

and

its p

artn

ers,

eac

h ta

king

the

ir ro

le: l

ecto

rate

n fo

r re

sear

ch, i

ndus

try

for

prac

tice

and

desi

gner

s &

oth

er e

xper

ts f

or d

esig

n an

d cr

afts

man

ship

.

Page 47: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

42

the

skill

s th

ey n

eed

and

wha

t ca

n be

exp

ecte

d fr

om

them

in s

ocie

ty.

So,

lets

pla

y.

And

wit

h th

ese

wor

ds I

have

com

e to

an

end

of t

his

lect

ure.

I ho

pe I

coul

d in

spire

you

tod

ay a

nd lo

ok w

ith

me

at t

he r

ole

of p

lay

and

civi

c m

edia

: th

e sh

ift

from

in

form

atio

n sp

aces

to

inte

ract

ion

spac

es a

nd t

he r

ole

of d

esig

n w

ithi

n. H

opef

ully

thi

s le

ctur

e ra

ises

a lo

t of

qu

esti

ons,

whi

ch I

will

be

happ

y to

ans

wer

, no

w o

r in

fu

ture

day

s.

Am

ster

dam

, A

pril

2015

.

cons

isti

ng o

f: in

dust

rial

par

tner

s, r

esea

rch

grou

ps (

lec-

tora

ten)

and

edu

cati

onal

exp

erts

. Bu

t w

hat

is m

ore

impo

rtan

t ea

ch y

ear

we

star

t al

l ove

r ag

ain,

wit

h a

diff

eren

t gr

oup

of c

oach

es,

supe

rvis

ors,

acc

ordi

ng t

o th

e ne

wly

sel

ecte

d st

uden

ts.

The

earl

ier

men

tion

ed

incu

bati

on f

acili

ties

, la

bs a

s w

ell a

s th

e in

tegr

atio

n w

ith

PhD

stu

dent

s an

d ba

chel

or s

tude

nts,

will

pro

vide

a

flex

ible

hig

h-st

anda

rd m

aste

r ed

ucat

ion.

An

inte

rdis

cipl

inar

y te

am o

f cr

afts

men

fro

m d

iffer

ent

desi

gn d

isci

plin

es s

uppo

rted

by

prof

essi

onal

s fr

om o

ur

indu

stri

al p

artn

ers

will

coa

ch t

he s

tude

nts

in a

stu

dio

sett

ing.

The

stu

dio

will

be

open

to

lect

ures

fro

m in

ter-

nati

onal

key

spe

aker

s in

diff

eren

t de

sign

dis

cipl

ines

. Th

e ea

rlie

r m

enti

oned

labs

will

be

inte

grat

ed a

nd

have

the

abi

lity

to f

acili

tate

des

igne

rs in

res

iden

ce.

It w

ill b

e an

ope

n an

d in

spir

atio

nal s

pace

tha

t in

habi

ts a

co

nsta

nt d

ialo

g w

ith

the

prof

essi

onal

des

ign

fiel

d an

d re

sear

ch,

the

stud

io w

ill o

pera

te a

s a

desi

gn a

genc

y on

its

own.

Wit

h th

is in

itia

tive

we

thin

k w

e ha

ve g

roun

ded

the

educ

atio

n of

new

tre

nds

in d

esig

n th

at w

e ha

ve

sket

ched

tod

ay a

nd t

o be

abl

e to

tea

ch t

he s

tude

nts

Page 48: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

43

Da

nk

wo

ord

Bouw

er,

Riem

er v

an R

ozen

, D

op T

erlin

gen

en M

arti

jn

Kor

s, m

et w

ie ik

in k

orte

tijd

een

ste

rke

visi

e ov

er d

e ro

l van

dig

itaa

l ont

wer

p op

het

geb

ied

van

Gam

es &

Pl

ay in

onz

e m

aats

chap

pij h

eb o

ntw

ikke

ld.

Gijs

Goo

t-je

s vo

or z

ijn g

edre

ven

en v

aak

hum

orvo

lle b

ijdra

gen

op r

eis

of b

inne

n de

stu

dent

enpr

ojec

ten.

Het

lect

oraa

t ke

nt e

en r

ijk n

etw

erk.

Wij

wer

ken

sam

en m

et v

eel b

edri

jven

en

inst

ellin

gen.

Met

nam

e no

em ik

IJsf

onte

in (

Jan

Will

en H

uism

an),

Ran

j (M

i-ch

ael B

as),

Sub

mar

ine

(Bru

no F

elix

) en

de

Film

acad

e-m

ie (

Har

ry S

chre

urs)

waa

rmee

wij

een

goed

e re

lati

e he

bben

opg

ebou

wd

om z

o he

t ec

o-sy

stee

m v

an d

e cr

eati

eve

indu

stri

e te

ond

erst

eune

n. D

ank

daar

voor

.

Een

ande

r, sp

ecia

al w

oord

van

dan

k ga

at u

it n

aar

mijn

col

lega

’s v

an d

e Te

chni

sche

Uni

vers

itei

t Ei

nd-

hove

n, In

dust

rial

Des

ign,

die

mij

moe

ten

dele

n m

et

‘Am

ster

dam

’. G

eluk

kig

voel

ik e

en in

houd

en

twee

pl

ekke

n. D

e vr

ijhei

d di

e ik

daa

rin

heb

gekr

egen

heb

is

har

tver

war

men

d. B

erry

Egg

en e

n Ti

lde

Bekk

er w

il ik

met

nam

e be

dank

en.

Ellis

Bar

thol

omeu

s om

de

inho

udel

ijke

gesp

rekk

en d

ie d

it w

erk

med

e sc

hrag

en.

llere

erst

wil

ik h

et C

olle

ge v

an B

estu

ur v

an d

e H

oges

choo

l van

Am

ster

dam

bed

anke

n vo

or h

et in

mij

gest

elde

ver

trou

wen

.

Dan

k aa

n de

dom

einv

oorz

itte

r va

n he

t do

mei

n D

igi-

tale

Med

ia e

n C

reat

ieve

Indu

stri

e G

eley

n M

eije

r en

Be

n K

rose

die

het

lect

oraa

t he

bben

inge

stel

d en

voo

r de

ver

trou

wen

srel

atie

die

we

hebb

en o

pgeb

ouw

d.

Het

lect

oraa

t w

aara

an ik

leid

ing

geef

is in

kor

te

tijd

een

blo

eien

de o

mge

ving

gew

orde

n. D

ank

gaat

oo

k ui

t na

ar d

e di

rect

eur

van

kenn

isce

ntru

m S

abin

e N

iede

rer

en d

e m

anag

er v

an d

e op

leid

ing

Com

mu-

nica

tie

en M

ulti

med

ia D

esig

n, H

arry

Zen

geri

nk,

waa

r di

t le

ctor

aat

is o

nder

gebr

acht

. Sa

men

del

en w

e ee

n vi

sie

over

med

ia d

esig

n. Ik

bes

chou

w h

et a

ls e

en e

er

med

e vo

rm t

e ge

ven

aan

de o

ntw

ikke

ling

van

onde

r-zo

ek e

n on

derw

ijs e

n ho

op d

at w

e de

kom

ende

jare

n de

pla

nnen

ron

d ee

n di

gita

l des

ign

mas

ter

kunn

en

waa

rmak

en.

De

colle

ga’s

van

het

lect

oraa

t, M

arti

jn d

e W

aal,

Mir-

jam

Vos

mee

r, M

enno

Dee

n, K

arel

Mill

enaa

r, A

nder

s

A

Page 49: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

44

Mijn

zoo

n D

avid

, de

ass

ista

nt p

rofe

ssor

in g

ames

, m

et

wie

ik n

og n

iet

zo la

ng g

eled

en e

en e

erst

e w

eten

-sc

happ

elijk

e pu

blic

atie

heb

vol

tooi

d. E

n di

e m

ij vo

or-

bij s

tree

ft in

de

laat

ste

ontw

ikke

linge

n op

het

geb

ied

van

muz

iek

en m

edia

.

En t

ensl

otte

en

niet

in h

et m

inst

dan

k ik

fam

ilie

en

vrie

nden

voo

r de

alt

ijd a

anw

ezig

e st

imul

ans

om t

e bl

ijven

wie

ik b

en.

Cyr

il, T

on,

Mar

ieke

, G

emm

a en

na

tuur

lijk

Mir

jam

, he

t ge

not

om g

este

und

te w

orde

n.

Tot

slot

wil

ik u

, hi

er a

llen

aanw

ezig

, be

dank

en v

oor

uw k

omst

en

voor

uw

aan

dach

t.

Page 50: PLAYFUL EMPOWERMENT · , an augmented reality massively multiplayer online role-playing GPS-dependent game created by Niantic Labs, a start-up within Google. With aug - mented reality

45

Bouw

, Mat

thijs

, Mic

hiel

de

Lang

e, &

Mar

tijn

de W

aal.

(201

3). D

e ha

ckab

le w

erel

dsta

d. In

Rui

mte

volk

Ja

arbo

ek 2

013.

Eds

. Jud

ith L

ekke

rker

ker ,

Sjor

s de

V

ries,

163

-167

Rui

mte

volk

.

Bria

, Fra

nces

ca. (

2015

). G

row

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a di

gita

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ial

inno

vatio

n ec

osys

tem

for

eur

ope

dsi f

inal

re-

port

. Bru

ssel

s: E

urop

ean

Uni

on.

Broc

k, A

., D

odds

, S.,

Jarv

is, P

., &

Olu

soga

, Y. (

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). Pe

rspe

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es o

n pl

ay: l

earn

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life.

Cop

ier,

M. (

2007

). Be

yond

the

mag

ic c

ircle

: A

netw

ork

pers

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ive

on r

ole-

play

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e ga

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echt

Uni

vers

ity.

Dee

n, M

., &

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oute

n, B

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11).

Gam

es T

hat

Mot

ivat

e To

Lea

rn: D

esig

n Se

rious

Gam

es B

y Id

entif

ied

Regu

latio

ns. H

andb

ook

of R

esea

rch

on

Impr

ovin

g Le

arni

ng a

nd M

otiv

atio

n th

roug

h Ed

ucat

iona

l Gam

es: M

ultid

isci

plin

ary

App

roac

h-es

. IG

I Glo

bal.

And

erso

n, C

. a, S

hibu

ya, A

., Ih

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Swin

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. L.,

Bush

man

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., Sa

kam

oto,

A.,

… S

alee

m, M

. (2

010)

. Vio

lent

vid

eo g

ame

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cts

on a

ggre

ssio

n,

empa

thy,

and

pro

soci

al b

ehav

ior

in e

aste

rn a

nd

wes

tern

cou

ntrie

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met

a-an

alyt

ic r

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Psyc

holo

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l Bul

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Klo

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ames

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e im

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g va

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e w

erel

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en H

aag:

Boo

m L

emm

a ui

tgev

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Re

fere

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e st

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ww

.mel

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Figu

re 1

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Min

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Gam

e. ©

Gam

es f

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hang

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12.

Figu

re 2

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ayer

s in

Was

hing

ton

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Ingr

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iant

ic L

abs

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ign

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ames

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rapy

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no D

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ign

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men

t Th

ougt

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ram

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een

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gure

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houg

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-Gra

m.

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enno

Dee

n 20

15.

Figu

re 6

: Pl

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g Ey

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. ©

Seb

asti

an S

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201

2.Fi

gure

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ensh

ot f

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Mr.

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VA)

2014

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gure

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Mel

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bear

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lino

2013

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gure

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our

girl

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nd t

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you

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VA)

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In t

he s

ucce

edin

g ye

ars

Ben

Scho

uten

sta

rted

a

rese

arch

gro

up in

Bio

met

rics

and

Hum

an B

ehav

ior

Ana

lysi

s in

Sm

art

Envi

ronm

ents

at

the

Cen

tre

for

Mat

hem

atic

s an

d C

ompu

ter

Scie

nce

(CW

I, A

mst

er-

dam

) an

d ta

ught

at

the

Utr

echt

Sch

ool o

f A

rt &

Te

chno

logy

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KU

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Inte

ract

ion

Des

ign

and

Gam

ing.

In

201

0 he

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oint

ed F

ull P

rofe

ssor

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yful

Inte

r-ac

tion

s at

Ein

dhov

en U

nive

rsit

y of

Tec

hnol

ogy

and

in

2013

Lec

tor

of G

ame

Rese

arch

at

Am

ster

dam

Uni

ver-

sity

of

App

lied

Scie

nces

.

He

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mem

ber

of t

he D

utch

Gam

es A

ssoc

iati

on a

nd

the

advi

sory

boa

rd f

or C

LIC

K.n

l/Gam

es,

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ch a

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es

the

gove

rnm

ent

on in

nova

tion

in t

he c

reat

ive

indu

s-tr

ies.

He

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lso

an a

dvis

or t

o th

e Eu

rope

an C

omm

is-

sion

on

the

‘Inte

rnet

of

Thin

gs’

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ell a

s to

the

D

utch

Cul

tura

l Med

ia F

und,

res

pons

ible

for

E-c

ultu

re.

Ben

Scho

uten

has

pub

lishe

d m

ore

than

80

arti

cles

on

play

, us

er m

otiv

atio

n, e

mpo

wer

men

t, s

elf-

effi

cacy

and

ep

iste

mic

gam

e de

sign

. H

is g

roup

foc

uses

on

play

for

so

cial

inno

vati

ons,

cit

izen

em

pow

erm

ent

and

cult

ure.

en S

chou

ten

grad

uate

d fr

om t

he R

ietv

eld

Art

Aca

- de

my

in 1

983

and

wor

ked

as a

n ar

tist

for

15

year

s.

He

deve

lope

d an

inte

rest

in p

atte

rns

and

icon

ogra

phy

and

disc

over

ed a

fas

cina

tion

for

mat

hem

atic

s. In

A

ugus

t 19

95 h

e re

ceiv

ed a

mas

ter

degr

ee in

mat

h-em

atic

s, s

peci

aliz

ing

in c

haos

the

ory.

In 1

996

he

foun

ded

Des

k.nl

, an

app

licat

ion

soft

war

e pr

ovid

er,

prov

idin

g in

nova

tive

inte

rnet

-rel

ated

sol

utio

ns.

To-

geth

er w

ith

the

Dut

ch D

esig

n In

stit

ute

(Vor

mge

ving

s In

stit

uut)

, D

esk

was

inte

rnat

iona

lly a

ckno

wle

dged

w

ith

a W

ebby

Aw

ard

in g

amin

g.

In 2

001

he r

ecei

ved

a Ph

D in

Info

rmat

ion

and

Com

-m

unic

atio

n Te

chno

logy

(IC

T) f

or h

is t

hesi

s on

con

-te

nt-b

ased

imag

e re

trie

val a

nd in

terf

aces

tha

t al

low

br

owsi

ng a

nd s

earc

hing

for

imag

es in

an

intu

itiv

e w

ay,

acco

rdin

g to

hum

an p

erce

ptio

n. H

is t

hesi

s w

as

ackn

owle

dged

wit

h a

Bron

ze W

orld

Med

al f

or D

esig

n at

the

New

Yor

k A

rts

Fest

ival

, in

the

cat

egor

y N

ew

Med

ia,

sub-

cate

gory

Info

rmat

ion

and

Educ

atio

n.

Cu

rric

ulu

m V

ita

eB

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AFBEELDING OMSLAGKarel Millenaar

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