Category: Games

Play Hard. Play Fair. Nobody Hurt –  Overview of “New Games”

Play Hard. Play Fair. Nobody Hurt – Overview of “New Games”

Play Hard. Play Fair. Nobody Hurt.  Ever played a game where you are part of a human knot? Bounced balls up and down on a giant parachute?  Or been part of a “human pinball machine?  In the 1970s, my parents used to have large barbeque/picnics in our yard in the 1970s with these types of games that focused on participation and interaction, and were part of the “New Game movement.”  With the recent talk about the “gamification” of things around us – I recently ordered a used copy of The New Games Book, which has a brief history about the games as the introduction of the book.

“New Games” was a movement that began in the late 1960s.  It was built around some ideas that challenged the traditions of games.

Some of the key ideas included:

  • No one should be left out, eliminated, or unable to play
  • Games are living culture, adapted and changed as required
  • Games should require no or little equipment
  • The rules should be easy and fun
  • Play and physicality were as important to adults as they were to children
  • Competition and cooperation should co-exist; but while competition can be important, winning and losing is not

The overall philosophy of New Games was: Play Hard. Play Fair. Nobody Hurt.  The New Games Foundation was founded to promote these philosophies after some New Games events were held in California in the early 1970s. Out of this came two successful books: The New Games Book and More New Games.

The origins of both the New Games movement  started with Stewart Brand who was a member of the Merry Pranksters, Ken Kesey’s communal, hippie, group.  Brand published The Whole Earth Catalog, which provided a toolkit of practical instructions people could use to construct environmentally conscious and socially sustainable lifestyles.

When an anti-war group in 1966 asked him to create a public activity to oppose the war, he created the game Slaughter. Slaughter was a game physical combat with nearly no rules except: throw everyone else out of the ring, and dunk the six foot ball over “the other side of the field”. The ball was painted like a small Earth. Teams were not organized, they naturally formed. When the ball got closer to one side of the field, people spontaneously switched sides to defense.

In many ways, the games were part of the anti-war movement.   Similar to a  sit-ins and be-ins, this was a “play-in.”  Out of the Slaughter game experience, Stewart teamed up with George Leonard, an Aikido master and proponent of Eastern thought, and Pat Farrington, a community organizer, to develop and propose the first New Games weekends in October, 1973.   At the first event, 6,000 people came to play.  The next New Games tournament were held outdoors.  Several thousand more people came to this event, as well as the third and fourth ones.

What was unique about the events was that while playing the games, everyone was included.  Some of the games were classics, such as Tug of War, but with several hundred players all playing at once and switching sides whenever one side was winning.

Some of the games were totally new. Organizers showed a group how to play by gathering and playing with them. Then they picked someone else to organize the next group.  Players became organizers, and organizers were players.

Most of the games required no equipment.   Some special equipment was used for some games: a large rope for tug of war,  giant six foot cloth-covered and painted Earth balls,  and parachutes for an assortment of cooperative activities and games.

Out of these events came the New Game Foundation and The New Games Book.  It contains dozens of games for two to two hundred or more players. Many of the games are more like activities rather than games but are physical and competitive.

The games were popular in the 1970s at camps, recreation centers, churches, and other groups.  The New Games foundation closed in 1990s, but the philosophy of New Games lives on in modern cooperative games, team building activities at workplaces, and other formats. Several of the original directors and trainers continue to promote New Games activities in their current lines of work.

If you are in one of my classes this Spring – get ready to play.  I ordered a used copy of New Games book – and we will be playing some of these games this semester.    Play Hard – Play Fair – Nobody Hurt!

Image Source:
deepfun.com

Links:

New Games – History and Overview (www.deepfun.com)

New Games Book

Games for Change : Social Impact Games

Games for Change : Social Impact Games

A serious game is more fun than it sounds.  A “serious game”  is  a genre of games that are  designed for a primary purpose other than entertainment.  Games that are designed for the purpose of solving a problem, present an issue, or educate are called serious games – or social impact games.

The annual conference Games for Change supports the creation and distribution of  social impact games that serve as critical tools in humanitarian and educational efforts.  Unlike the commercial gaming industry, the group aims to leverage entertainment and engagement for social good.

Often referred to as “the Sundance of Video Games”, the Games for Change Annual Festival is the biggest gaming event in New York City. It brings together leaders from government, corporations, media, academia and the gaming community to explore impact of digital games as an agent for social change.

This year Games for Change will be participating in a daylong Summit at the annual Game Developer Conference on March 6th at the Moscone Convention Center in San Francisco, California.  Games for Change @ GDC will comprise of case studies, roundtables, lectures and demos to highlight models for collaboration on game design, distribution and publishing alternatives, and other topics.

This Summit is in addition to the annual Games for Change Conference that is held in June in New York City.

The Games for Change website has a game arcade online – where you can play and read about digital and non-digital games that engage social issues in a meaningful way.  The games explore issues such as civics, economics, education, environment, health, human rights, news, poverty and other social issues.

I  spent some time checking out some of the games in the arcade area of the Games for Change site.  One new game released this year is called Nanu Planet. Nanu Planet is the story of two space explorers who get separated on a planet split in two (“Nanu” is Korean for “divided”). Through a narrative journey, players explore the various areas of Nanu Planet while encountering different characters, puzzles, and adventures.

In the game using point and click function, players guide Parchi on his quest to find his partner and love interest, Puchi.  The game has a playful cartoon look, but touches upon the deep and somber historical roots of the separation of Korea into its North and South regions.   By playing, you learn about Korea’s past chapter by chapter.

Another new game on the site is Wondermind developed by Preloaded.  This game is a series of mini-games and interactive films for children aged 8-12, designed to illustrate the neuroscience of the growing brain in child development.  The games aim to encourage an understanding of core aspects of neuroscience, including neural plasticity, spatial cognition, memory and language.

The games use Lewis Caroll’s Alice in Wonderland story and characters. Quests include searching for the Cheshire Cat in a complex maze using reflected light; catching the White Rabbit; and making sure the Mad Hatter serves the right type of tea to his guests.

One game in the Environmental Game area that is interesting is the game Commons, a multi-player, location-based mobile game for the iPhone, where players compete with one another to recommend improvements for their city.

Commons was the winner of the 2011 Games for Change Real-World Challenge presented by the Come Out & Play Festival and Games for Change.  This game is played in a specific site and time.

The game was made to solve the issue of “The Tragedy of the Commons”, a theory in which individuals will deplete a shared local resource while fulfilling their own needs, however without the intention of hindering other individuals or society as a whole. Commons aims to correct this by allowing players to examine their city for improvements and share them competitively with other players.

Commons ran for two hours on June 19th, 2011, a day before the 8th Annual Games for Change Festival. Over 70 tasks were distributed over the different areas of lower Manhattan. Players competed for points and four coveted titles that represented the best work in categories like best-suggested improvement or the most points. Commons was made to work for any city looking to engage its citizens and improve its city, one recommendation at a time.  You can download the game on Itunes – and the Commons site has documentation about the game.

Can games create social change?  Check out the Games for Change site yourself – and get your game on.

 

Links:

Games for Change

Games for Change @ GDC

Games for Change Arcade

Games for Change Vimeo Site

Wondermind Game

Nanu Planet Game

The Commons Game

 

 

Gaming for Good: Game Concepts wanted to support Climate Reality

Gaming for Good: Game Concepts wanted to support Climate Reality

Got a good game idea about climate change?  Creative agencies (advertising, design, digital and otherwise) and brand teams are invited to contribute ideas based on a brief around the needs of organizations like The Climate Reality Project .

PSFK (the website which calls itself a source for new ideas) and the Climate Reality Project are  collaborating to create and share concepts that support revealing the complete truth about the climate crisis.

The concepts that best meet the brief will be published on the pages of PSFK.com, included in a downloadable PSFK x Climate Reality Project report, given a PR push to relevant national and international publications, and presented at events including PSFK’s New York launch in December.

The Climate Reality Project is an initiative that aims to bring the facts about the climate crisis into the mainstream and engaging the public in conversation about how to solve it. We help citizens around the world discover the truth and take meaningful steps to bring about change.

Founded and chaired by Al Gore, The Climate Reality Project has more than 5 million members and supporters and is guided by one simple truth: The climate crisis is real and we know how to solve it.

Currently on the Climate Reality Project website you can see highlights from the 24 hours of reality project, an event where 24 presenters were broadcast in 24 Time Zones talking about climate change.  The presentations were by citizen activists and Al Gore, who presented extreme weather events around the world and talked about the issue of pollution changing the climate.

PSFK will be presenting the brief in person on the evening of November 7th at their offices in NYC. They also will also be distributing a digital copy of the brief to those that cannot attend. Responses must be received by November 16 and after vetting by the PSFK staff, Al Gore’s team at The Climate Reality Project will judge the best concepts. These will be announced on December 2nd at a special event.

You can sign up here to attend the briefing or get the digital version of the brief emailed to you : http://www.psfk.com/gaming-for-good#ixzz1cXaj74lf

Links:

Climate Reality Project Website

Climate Change 101 Video by the Climate Change Reality Project

Gaming for Good – PSFK Brief sign up

PSFK.com

Image Source: Picture of Game from the Climate Change Exhibit at the Cleveland Museum of Natural History