mobile social play @ reboot 9.0

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May 31, 2007 Mobile Social Play, Kars Alfrink, R eboot 9.0 1 Mobile Social Play

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The slides that go with my presentation on Mobile Social Play at Reboot 9.0 on Copenhagen, Denmark on 31 May 2007.

TRANSCRIPT

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May 31, 2007 Mobile Social Play, Kars Alfrink, Reboot 9.0 1

Mobile Social Play

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Hello

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Info.nl

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Leapfrog

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Utrecht School of Arts

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Part the first

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Games industry

“[...] millions of mobile gamers, [are] tired of being told they’re not really gamers, and frustrated that the state-of-the-art in mobile gaming is 20-year-old design running on 20-day-old technology [...]” -- Demetri Detsaridis

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Internet industry

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Let’s talk about mobile social play

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Definition time...

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Mobile

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Social

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Play

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Previous playful talks at Reboot

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Ben Cerveny

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TL Taylor

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So...

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Examples

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Big / alternate reality gamesConQwest

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Big / alternate reality gamesilovebees

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Julian Bleecker’s Flavonoid

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Keyhole games

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Guitar Hero

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Dance Dance Revolution

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Wii

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Tangible

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LARP

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Part the second

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Design theory

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Magic circle

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Is: the space (and time) in which a game is played

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Lusory attitude

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Game Play

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Mobile social games blur the edges of the magic circle

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Everywhere

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Anytime

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With anyone

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Where is the game? Can I escape it?

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When am I playing? When have I stopped?

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Who are players? Who are non-players?

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The Game (1997)

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Part the third

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Some guidelines

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1. Design for different levels of player engagement

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2. Provide for player roles

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3. Encourage meta gaming

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4. Support implicit rule creation

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5. Play with the game’s existence

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Applications?

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A. Cultural resistance

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B. Behavioural change

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C. Insight

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A playful world?

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Thank you!

Questions, comments, suggestions: [email protected]

This presentation: leapfrog.nl/blog/archives/tags/reboot+9