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CREATING TOMORROW
Prof. dr. Ben Schouten, BA
PLAYFUL EMPOWERMENTDE ROL VAN ONTWERPINNOVATIE IN BETROKKEN BURGERSCHAP
the map of Playful Culture
PLAYFUL EMPOWERMENTDE ROL VAN ONTWERP INNOVATIE IN
BETROKKEN BURGERSCHAP
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
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
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
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
.
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.
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
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.
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
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.
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
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
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
.
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.
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
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.
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
.
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
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
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.
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.
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
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
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.
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.
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
ww
ww
ww
wo
oo
ww
wo
oo
oo
ow
ow
wo
oo
ow
ww
ww
oo
ow
ow
ww
ow
oo
oo
ww
oo
ow
ow
wo
oo
oo
oo
ww
oo
ow
ow
wo
oo
oo
oo
ww
oo
ow
ow
wo
oo
ow
oo
ww
oo
ow
ww
wo
wo
ow
oo
ow
oo
ow
ww
wo
wo
oo
oo
ow
oo
oo
ow
wo
oo
ow
wo
ow
ow
wo
ow
wo
ow
ow
wo
ow
oo
oo
ow
wo
ow
ow
wo
ow
oo
oo
ow
wo
ww
oo
oo
ow
ow
ww
ww
wo
ww
oo
wo
ow
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ow
ww
wo
oo
oo
wo
oo
ow
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ww
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ww
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ww
ww
ww
ww
ww
ww
ww
wo
oo
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oo
ow
ow
wo
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oo
oo
ow
ow
ww
ow
oo
ww
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wo
ow
ow
wo
oo
oo
oo
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ow
ow
wo
oo
oo
oo
ww
oo
ow
ww
wo
oo
ow
oo
wo
oo
oo
ww
ww
oo
ow
oo
wo
oo
oo
ww
ww
oo
oo
oo
ww
oo
oo
ww
wo
oo
ow
wo
ow
ow
wo
ow
wo
ow
ow
wo
ow
oo
oo
ow
wo
ow
ow
wo
ow
oo
oo
ow
ww
ow
oo
oo
ow
ow
ww
ww
ww
ow
oo
wo
ow
oo
oo
ww
wo
oo
oo
wo
oo
ow
ow
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
wo
oo
ww
wo
wo
oo
ow
ow
wo
oo
oo
oo
ww
oo
ow
ow
ww
ow
ow
wo
ww
oo
ow
ow
wo
oo
oo
oo
ww
oo
ow
ow
wo
oo
oo
oo
ww
oo
ow
ow
wo
oo
ow
oo
ww
oo
ow
ww
wo
wo
ow
oo
wo
oo
oo
ww
wo
wo
oo
oo
wo
oo
oo
ww
wo
oo
oo
oo
wo
ow
wo
ow
wo
ow
ww
ww
wo
oo
oo
ow
wo
oo
wo
wo
oo
oo
oo
ow
ww
ww
wo
oo
ww
ww
ww
ww
ww
oo
oo
wo
oo
oo
oo
ww
wo
oo
oo
wo
oo
ow
ow
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
ww
wo
oo
ww
ww
oo
oo
ow
ow
wo
oo
oo
oo
ow
oo
ow
ow
ww
ow
ow
ww
ww
oo
ow
ow
wo
oo
oo
ow
ww
oo
ow
ow
wo
oo
oo
oo
ow
oo
ow
ow
wo
oo
ow
ow
ww
oo
ow
ww
wo
wo
ow
oo
oo
oo
oo
ww
wo
wo
oo
oo
wo
oo
oo
ww
wo
oo
oo
oo
wo
ow
wo
ow
wo
ow
ww
ww
wo
oo
oo
ow
wo
ow
ow
wo
oo
oo
ow
ow
ww
ow
oo
oo
ww
ww
ow
ow
ww
ow
oo
wo
oo
oo
ow
ww
wo
oo
oo
wo
oo
ow
ow
ww
ww
ww
ww
ww
ww
ww
ww
ww
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
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
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
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
.
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
.
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
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
.
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.
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
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
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
.
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
.
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
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
)
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
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
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
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
.
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
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
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n, H
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bes
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w h
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med
e vo
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aan
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ntw
ikke
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van
onde
r-zo
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n on
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n ho
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e de
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Gam
es f
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hang
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Figu
re 2
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ayer
s in
Was
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ton
play
ing
Ingr
ess.
© N
iant
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abs
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gure
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Des
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docu
men
t G
ames
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no D
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.Fi
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Des
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men
t Th
ougt
-O-G
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no D
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ch T
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enno
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n 20
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re 6
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ayin
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eWire
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eung
201
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ensh
ot f
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Mr.
Pow
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l. ©
Med
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b (H
VA)
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tdow
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avin
g yo
u po
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GEO
lino
2013
.Fi
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akeV
R, c
hang
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o m
arry
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Med
iaLa
b (H
VA)
2014
.Fi
gure
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omat
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ame
Des
ign,
ren
deri
ng a
new
leve
ldes
ign.
© A
nder
s Bo
uwer
201
4.Fi
gure
11:
Pla
y C
ape
Tow
n, p
lays
essi
on.
© P
lay
The
Cit
y 20
15.
Figu
re 1
2: A
eria
l Pic
ture
of
Buik
slot
erha
m,
Am
ster
dam
. ©
Mar
tijn
de
Waa
l 201
4.Fi
gure
13:
Gam
e Ja
m h
eld
at A
mne
sty
Inte
rnat
iona
l Am
ster
dam
, 28
Mar
ch 2
015.
© M
enno
Dee
n 20
15.
Figu
re 1
4: T
he S
choo
l of
Dig
ital
Des
ign
and
its
part
ners
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HVA
201
5.
List
of
Fig
ure
s
53
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
(H
KU
) in
Inte
ract
ion
Des
ign
and
Gam
ing.
In
201
0 he
was
app
oint
ed F
ull P
rofe
ssor
Pla
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
is a
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,
whi
ch a
dvis
es
the
gove
rnm
ent
on in
nova
tion
in t
he c
reat
ive
indu
s-tr
ies.
He
is a
lso
an a
dvis
or t
o th
e Eu
rope
an C
omm
is-
sion
on
the
‘Inte
rnet
of
Thin
gs’
as w
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
AFBEELDING OMSLAGKarel Millenaar
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