Introducing… (pt.1)

Skynet didn’t kick off Defcon 1, Jesus died for our sins (again), Kate Middleton successfully said the right words in the correct order, OBL was buried at sea and we all had some barbecues to celebrate surviving this wave of apocalypse.

Seeing as not much really happened, we should have new things to get excited about. How about some speaker announcements for Playful 2011? Okay then:

First up is Matthew Sheret.

Many people know him as the “data griot” for Last.fm where he tells stories with our scrobbles, but he’s also one of the fine people behind We Are Words and Pictures. We’re longstanding fans of Paper Science, so thought we’d put Matt on a stage to talk about about Time Lords, frothing and how the writer of X-Men has him looking for a Dungeon Master in everyday life.

Next is Georgina Voss.

Georgina is a tech outlaw who spends her time researching and hacking poor, defenceless hardware, playing with domestic technologies, ethics and that sort of thing. It’s all very interesting. The words Georgina will be saying at Playful will centre around how consent and negotiation are designed into playful and interactive events and what non-consensual interaction experiences may develop.

The third course in this tasty speaker meal is Marcus Brown.

Marcus is currently Head of Social Media at Booming in Munich. He has spent the last few years being other people on the internet — The Kaiser, Sacrum, Charles Stab, The Lord God Almighty and Jack The Twitter to name a few. At the heart of it all, Marcus is a naughty tinker and a brilliant storyteller. At Playful, he will be talking about life Beyond The Middle Aged Future, and making people see that reality is still valid.

The final announcement for this post is Chris O’Shea.

Chris spoke at Playful ’09, and has been very busy since then creating wonderful installations, digital toys and fun experiences. Chris makes some of the sweetest, brightest and most interesting augmented reality projects using his big bag of interactive tricks. We’re looking forward his return and talk about the future of screens across urban gaming, technology and portable devices.

There’s still a handful of tickets left, chow down on them (purchase) before they go cold (sell out).

That’s it for now. Quite enough to be getting along with, I think. Yum.

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Let’s Do It Again.

As Playful 2010 drew to a close, we said we’d see you in the future.

Well, THE FUTURE IS NOW.

As predicted, our cities are now populated with robots, jetpacks, and jumpsuit fashionistas — all the things we wanted as kids with added bonus points and badges just for BEING here.

A day of trying to work out WHAT IS GOING ON in a room full of amateur astronauts, designers, bloggers, DIY discoverers, replicants,  planners, people with good manners, writers, wanderers, future archaeologists and technomancers.

Join us on the 21st of October when we’ll be touching on bits of games, play, interactivity, shiny new stuff and the shape of things to come.

Tickets are now on sale. Get ‘em while they’re hot. Let us know you’re coming on Lanyrd. Tell everyone else how cool you are on twitter.

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What The Hell Happened

Here’s a somewhat lengthy post I wrote for the Mudlark website about what happened (I think). There are lots of brilliant posts and collections of photos elsewhere…I’ll try to post some over the next few days to keep here for posterity. Anyway:

Toby started the day off with an apology. An apology for GAMEIFICATION. Not so many years ago, the novelty of Chore Wars hadn’t worn off, and it seemed like an amazing idea that everything could be made more fun and motivational with achievements and points. Of course, we now know it’s crucial that we make good games, rather than take the easiest bits to reproduce (points) and apply them to everything (banks).

This became a common theme of a day which, in some respects, laid out what needs to happen to prevent Games becoming just Stuff-With-Gamey-Bits. Margaret Robertson hit the nail on the head towards the end of the day when she said, “Your game is only a game if you’ve got a Game Designer.” Margaret also presented her talk in Minecraft, eschewing Powerpoint for an entire island where slides had been carved into wooden signs, and mantras turned into towering infernos of hay bails.

There was a definite feeling of, “We’re only at the start of something here, a turning point, so we better steer it well” throughout it all…

Paul Bennun talked about audio-only games. These are sensory experiences, ‘flow’ inducing immersive experiences that really on physical movement and audio feedback. Close your eyes, and try not to think of how weird you look to people who aren’t playing…

Naomi Alderman wondered why character in games don’t change. The prime (and probably most cited example since her talk) example being Red Dead Redemption where, after slaying over seven-hundred people (some of whom were close friends and even family) the character remains essentially the same. No scars (physical or emotional). As Naomi said, “You’d think that would change a person!”

We took a chance that we’ve not seen any other conferences do yet – we got a nine-year old girl up on stage. Bea Davy-Sutherland is from Brighton and likes ethical games. She presented a video of her interviewing Moshi Monsters and Club Penguin about teaching ethics in games. “Why,” she wonders, “don’t you make the igloos melt to teach us about global warming?”.

Not all of the talks were call-to-arms for the future of games and play – both Richard Hogg and Pat Kane had everyone in stitches. The latter talked about humour, and how Frankie Boyle is the pits, but Old Jews Telling Jokes is immense. Richard Hogg however gave one of the most original talks we’ve seen, about being a contrarian. If you like something, Richard won’t – and not because it’s not good, just because you like it. Richard only plays infuriatingly hard games, and used a Nokia 3310 until only very recently out of protest at everyone having an iPhone. He’s a very funny man, a great illustrator, and now a Blackberry convert.

Tom Muller is a brilliant designer and artist. He also shares a love of typography with Toby, hence the contact and the invite. Tom’s talk was one full of love and inspiration – from his father’s sci-fi interior design (seriously, Tom grew up in what looked like the set of 2001) to his extensive love of comics and respect for their creators. It was a shame that the slot was only 20 minutes long because Tom could’ve gone on for hours and we wouldn’t have complained…

In the What-Amazing-Things-Have-People-Been-Making-That-We’re-Yet-To-See category there were some real jaw on the floor moments. Bertrand Duplat showed us some absolutely entrancing interactions between capacitive touchscreens and miniatures, with iPhones and iPads able to identify cards and miniatures laid out on them, even determining their orientation correctly.

Dom Hodge and Dave Haynes presented the results of several music hack days, including some very beautiful and some very silly music related hacks, such as a filter that turns any song into a swing version of itself, a cross between Snake and Tenori-On, and a geo-locative song-drop application for mobile. Nicholas Nova went more into the hardware side of things with his history and evolution of controller design. His workflow is as follow: 1. collect all controllers 2. photograph them 3. recreate them as vector art 4. categorise and visualise. It’s magic when you see it.

We’ve been trying to get Jonathan Smith from Traveller’s Tales in since the beginning of Playful, and he finally made it. A funny and engaging speaker, Jonathan spoke about his work with Lego (and the Lego games that TT make), their passion for playful learning and building – and that the important thing about games is the balance between expectation and reality. On a different slant of game design, Alexis Kennedy from Failbetter Games (the makers of the immense narrative game Echo Bazaar) talked about how much people like to be miserable. He’s a narrative architect, and he wants to make you suffer, and you LOVE IT.

James Wallis is a game designer, and his game was selected to be made by Cadbury’s as part of their Spots V Stripes Pocket Games campaign, getting everyone playing games in the run up to the Olympics. In his usual style, James managed to cram in child-like wonder, french philosophical inspiration, and great simplistic design into about 6 minutes of stage time. He also hopscotched from one end of the stage to the other (and back again!). Sally Manning also won. Sally is not a game designer, she’s a hairdresser. So it was really interesting to see how she approached the brief and won.

Definitely the most academic talk of this year’s Playful, and one that really delved into the depths of the slightly ‘anti-gamification’ theme, was delivered by Sebastian Deterding. Starting by illustrating the recent proliferation of location based/badge-earning ‘games’, and concluding with the wisdom that ‘One who must play, cannot play.” In other words, if you have no choice in the matter, it’s not a game.

The balance between Sebastian’s talk, and the previous one was unexpectedly brilliant, for he followed the one we were most nervous about – a live recording of podcast Shift, Run, Stop with Leila Johnston and Roo Reynolds. Not only were they recording live, but they were interviewing someone via Skype in Nova Scotia. And, that person was the one and only Dominik Diamond. A funny scot usually, the breaking up of the Skype audio made it all the more hilarious as very often all words in a sentence were static’d out and the only ones that made it through were either absurd or rude.

I’ve spent the last two hours going over all this and writing it up. It’s exhausting the amount of varied stuff…but that’s what Playful is about. If it was anything less I’d be worried. It is supposed to fry your brain. It is supposed to wear you down. And then you wake up the next day and take a step back and go, “Woah! That right there might just be the future of game design in one day!”

So…

Here, to close this post, a video that opened the day, sent from the future by sceptical futurist Stuart Candy…a future (or present) where everything is a game:

Stuart Candy’s Short Playful Intro from the future. from Toby Barnes on Vimeo.

Massive thanks to our sponsors at Microsoft, Cadbury’s, Preloaded, Mind Candy, Frukt, Ogilvy, Somethin’ Else, and Lanyrd.

Further clicking:

Vimeo (coming soon)
Flickr
Nicholas Nova’s roundup
Pat Kane’s talk (Slideshare)

Anjali Ramachandran’s roundup

Balloons by Nicholas Nova

hgwells-books.png

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Thanks!

Thank you all for a brilliant day. We started this year with an apology: Not that long ago, everyone seemed to be talking about how amazing it would be to apply points, high score tables and achievements to everything. It happened, and, well… so many bad examples have definitely given many people a deeper appreciation of game design. It’s a much more difficult discipline than many people think, and Playful is the perfect place to come and discuss it. While we were looking forward to hearing everyone’s thoughts in the wake of gamification, we were a little trepidant too.

We needn’t have been. Thank you, speakers, for being great. From Margaret Robertson doing her entire presentation with Minecraft (“I was up until 4 mining things to put in my presentation”) to Dominik Diamond becoming even funnier due to Skype interference, as well as Dom Hodge and Dave Haynes showing us some very silly results of music hack days, we were well impressed.

Thanks to all of our volunteers and sponsors for giving it such a huge and useful nudge: Microsoft, Cadbury, Preloaded, Somethin’ Else, Mind Candy, Frukt, and Ogilvy Digital Labs. You’re wonderful and we’re going to love you forever.

There’s a complete round up of the day by Daniel Light over here, we’ll keep our eyes peeled for more too.

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Eggs!

Guest post by Libby Davy.

What a fertile bunch these playful folk are. Even the male of the species seem to be laying in the lead up to Friday. Infact especially the men (woop for new Dadda Aden!).

We’ve been asking folk to contribute their thoughts on “Play” for an after lunch launch surprise called “Wisdom Eggs”.

Here are some nuggets of pure gold sent in so far…

- “There are two ways of living: PLAY and PAUSE” (Graeme Sutherland)

- “It’s never too late to have a happy childhood” (Thomas Charles Forsyth… retweeted by the Glastonbury Festival kids team – it’s their motto – via an ancient puppet called @Thurtinkle.. all very playful*)

- “Play is the loose grip that allows us to juggle, recombine and reinterpret” (woooah Sebastian Deterding)

- “Play is everything that you get a kick out of” (Katy Beale)

“We are playful beings, an element of play brought into each day’s activities makes life all the more enjoyable” (our own Heidi Evans)

- “Every child knows the importance of play. If only more adults could.” (Libby Davy)

- ‘Play is the most important part of my day. My 10-week-old son has just learned how to play. Every playful thing that makes him smile, makes my day” (Aden Davies)

Keep them coming in folks… the mere act of stopping to think and tap a few words will enrich your Playful’10 experience. Where those words travel is a whole ‘nother lovely thing to play with.

Tweet @thisisplayful or email libby [at] egghouseart.com

Then sit at your desk making chicken noises to yourself and flapping your arms a little. Come on. You know you want to.

(*Kids’ areas in festivals are the perfect place to hang out and remember how to play hey. Check out The House of Fairy Tales at a festa near you soon… http://www.thehouseoffairytales.org)

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What Happens & When

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What The Foursquare?

A few days ago, Hunter Walk from YouTube wrote a guest post on Techcrunch revealing his research into how people use the Off-The-Grid privacy feature of Foursquare, and also how Foursquare’s “pure play focus” gives it the one-up on Facebook Places.

So I thought it might be high time to announce something we’ve been working on for this year’s Playful, based on a flash in the pan survey conducted live on stage last year by one mister Russell Davies

Has anyone ever had a dig at you for racking up points for checking into a newsagents? Or riled you for not sharing your location with your bestest online buddies? What about trying to convince you that you should only check into a place when you engage with it…like sitting down, buying something, or at least spending some time there? Or do you prefer Gowalla?

It happens at Pixel-Lab…but we know we’re not alone. So before your free packed lunch at Playful this year, we’ve got four esteemed speakers from the UK digital geek massif to propose a kind of ruleset…or at least have their say and let you have yours. We’re calling it Foursquare Nominations, so think about it between now and then. We expect heckling, and lots of cajoling and textual fisticuffs over the mayorship of Conway Hall on the day.

Booyah.

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Field Notes

Toby has stacks and stacks of (mostly unused) Field Notes notebooks. It’s fair enough though as they’re flipping lovely things, and proper useful to boot. Why notebooks aren’t coming with a printed ruler inside as standard begs belief…and there’s that typical Coudal swiss niceness about it all. Anyway, Toby’s boat was floated so much by the recent 52 States series that he got in touch and asked if we could have some with the Playful logo on.

So, instead of a Newspaper Club newspaper, this year you’re getting a Playful Field Notes notebook in which to take notes on Playful and playful things, and with which to measure things. We’re going to get a programme printed and stuck to the inside as well so that it becomes a pocket-sized-everything-you-need-for-a-day-at-Playful freebie.

You lucky lucky people.

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NEW HAPPENINGS

Playful 2010 report:

1. It’s happening on Friday 24 September at Conway Hall, London.
2. We really enjoyed reading through this today, it arrived in my inbox just as I started e-mailing speakers. Perfect timing:

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Famous Last Words

Picture 9

A bit of a nightmare situation with the wi-fi meant I couldn’t get on Wordr all day and feed my new monoblogging addiction. Frankie and the boys at Rattle fixed up Wordr especially for our little conference, and made a sort of one-word only event back-channel here.

What Wordr does, which is brilliant, is is collects everyone’s words into an event specific ‘vocabulary’ – a word cloud if you will. It’s pretty obvious that Wordr has a predominantly English user base since the public vocabulary consists mainly of the words ‘tea’, ‘tired’, ‘waiting’, and ‘beer’.

I’m really proud though, that as well as ‘tea’, one of the most frequently used words at Playful ’09 was ‘eargasm’. Here’s the full vocabulary from Playful this year, and here are my favourites:

1. Eargasm
2. Competitive Picnicing
3. Barnestorming
4. Ageingnerdmarket
5. Fightingandkilling
6. Fingeredfromabove
7. Amateurormad
8. Dataporngods

You can join Wordr nice and securely through Twitter. Just click join here. Picking one word is harder than it looks…

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