The post Barcelona, Spain: Juegos del Común – Asociación Arsgames appeared first on P2P Foundation.
]]>Large digital technology corporations offer “free” tools to help make their data useable but only if those companies can control the data, and to use it for their own commercial ends. All this led Juegos del Común – a project designed by the Arsgames Association and launched in Barcelona in 2017-2018 – to research and develop mechanisms to transform open data into clear, accessible information.
This in turn gave rise to the development of an interactive experience based on game dynamics, with the aim of promoting citizen empowerment and participation and encouraging critical thinking about the function and value of data and information in our society.
Screenshot from Last Hope, a simulation of homelessness
Juegos del Común developed four game prototypes and an online service providing access to open data sets about the impact of tourism on housing in the city. These prototypes aim to encourage reflection based on real data provided by Barcelona City Council, and the processing of this data.
The online service aims to provide access to open data with a focus on housing and tourism issues through game drivers such as Construct2, Godot, Unity, Gdevelop, GameMaker.
Four video game prototypes have been developed: Rambla Rush: a run along the Rambla in Barcelona based on the average cost of rented accommodation and the city’s many cultural festivals; Flatsweeper: a minesweeper in search of rented flats in Barcelona; PimPamPom: A pinball game that you have to win in order to be able to pay the rent; and Last Hope: a simulation of the everyday life of a homeless person.
These four prototypes have helped forge links between different local communities, and are enabling Barcelona City Council’s open data to be used in a creative and impactful way.
“The fact that this initiative is explicitly linking experts in video game design and
human rights activists for a common objective is very inspiring – and should be replicated! At the same time, the focus on using official data for socio-political use sheds relevant light on current discussions around the “smart city” mantra that private-public partnerships are trying to impose around the globe.”
-Evaluator Lorena Zarate
Would you like to learn more about this initiative? Please contact us.
Or visit arsgames.net/blog/
Transformative Cities’ Atlas of Utopias is being serialized on the P2P Foundation Blog. Go to TransformativeCities.org for updates.
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]]>The post Playbour: Work, Pleasure, Survival appeared first on P2P Foundation.
]]>Would you like to monetise your social relations? Learn from hostile designs? Take part in (unwitting) data extractions in exchange for public services?
Examining the way that the boundaries between ‘play’ and ‘labour’ have become increasingly blurred, this summer, Playbour: Work, Pleasure, Survival, will transform Furtherfield Gallery into an immersive environment comprising a series of games. Offering glimpses into the gamification of all forms of life, visitors are asked to test the operations of the real-world, and, in the process, experience how forms of play and labour feed mechanisms of work, pleasure, and survival.
What it means to be a worker is expanding and, over the last decade, widening strategies of surveillance and new sites of spectatorship online have forced another evolution in what can be called ‘leisure spaces’. From the self-made celebrity of the Instafamous to the live-streaming of online gamers, many of us shop, share and produce online, 24/7. In certain sectors, the seeming convergence of play and labour means work is sold as an extension of our personalities and, as work continues to evolve and adapt to online cultures, where labour occurs, what is viewed as a product, and even, our sense of self, begins to change.
Debt: Bad Spelling, an Adult Problem, Cassie Thornton
Today, workers are asked to expand their own skills and build self-made networks to develop new avenues of work, pleasure and survival. As they do, emerging forms of industry combine the techniques and tools of game theory, psychology and data science to bring marketing, economics and interaction design to bear on the most personal of our technologies – our smartphones and our social media networks. Profiling personalities through social media use, using metrics to quantify behaviour and conditioning actions to provide rewards, have become new norms online. As a result, much of public life can be seen as part of a process of ‘capturing play in pursuit of work’.
Although these realities affect many, very little time is currently given over to thinking about the many questions that arise from the blurring between work and play in an age of increasingly data-driven technologies: How are forms of ‘playbour’ impacting our health and well-being? What forms of resistance could and should communities do in response?
To gain a deeper understanding of the answers to these questions, we worked with artists, designers, activists, sociologists and researchers in a three-day co-creation research lab in May 2018. The group engaged in artist-led experiments and playful scenarios, conducting research with fellow participants acting as ‘workers’ to generate new areas of knowledge. This exhibition in Furtherfield Gallery is the result of this collective labour and each game simulates an experience of how techniques of gamification, automation and surveillance are applied to the everyday in the (not yet complete) capture of all forms of existence into wider systems of work.
In addition to a performance by Steven Ounanian during the Private View, the ‘games’ that comprise this exhibition are:
Lab session leads and participants: Dani Admiss, Kevin Biderman, Marija Bozinovska Jones, Ruth Catlow, Maria Dada, Robert Gallager, Beryl Graham, Miranda Hall, Arjun Harrison Mann, Maz Hemming, Sanela Jahic, Annelise Keestra, Steven Levon Ounanian, Manu Luksch, Itai Palti, Andrej Primozic, Michael Straeubig, Cassie Thornton, Cecilia Wee, Jamie Woodcock.
Curated by Dani Admiss.
For more information visit the Furtherfield site
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]]>The post Cities Under Siege Discussion appeared first on P2P Foundation.
]]>Now I need to state that I’ve not read the book, only listened to the talk so please temper my comments around that point. While there does seem to be a militarising of police forces around the world as the tools and ideas of the military are sold into civilian use, there is also the flow of technology the other way. The Internet is the classic example of a technology designed to ensure a missile control network survives a nuclear strike now used to share lolcats, or the movement of GPS from military into civilian use. Another point I’m not 100% is the repeated reference to ‘video games’ as some sort of adjunct to the military-industrial complex. Yes there are games used by and for the military – lots of them, but so are TV, film and radio.
The recent growth of games has been in the social gaming sector with games such as Farmville – which I can’t see as war propaganda. Stephen talked about how controller for military systems are being designed to ‘look like video game controllers’ implying a propaganda style link – but it made me wonder what is the causal link? My guess is that the design of video game controller design is much more advanced, has more money put into it and has much more user feedback that military systems, so yes one is copying the other but for ergonomic reasons.
Still, those points aside it is an interesting talk and worth a listen and I might try to get hold of a copy of the book…
(Hat-tip to Michel for the link. Also posted on my blog.)
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