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June 20, 2008

b.tween mscape design competition - initial observations

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Some first impressions having viewed the five selected entry presentations:

It is interesting to see (and I think also good to see), that none of the finalists are professional game designers - there are three new media artists, a graphic designer and a lecturer. OK, so the competition is "exploding narratives" but all but Hazel chose to incorporate an element of competition into their work.

4/5 entrants were male. This surprises me as at the last mscape conference there seemed as many female delegates as there were male.

I wasn't bowled over by the designs. There were lots of nice ideas here and throughout the competition but none of them were especially innovate or made me feel especially excited. None of them challenged my concept of narrative. I feel as if the medium is capable of more.

Finally a big THUMBS UP (and I know I'm always banging on about this but...), all the winners had designed experiences that could be enjoyed by anyone, regardless of their physical ability. Hooray!!!

January 13, 2008

Mscape Fest '07 Review

Mscape Fest 2007 followed on from a far more low-key, one day event held at HP labs in October 2006, which marked the end of the Mobile Bristol project (funded by Bristol university, Appliance Studio and HP Labs), and the point where HP were looking to the user community (primarily KS2, secondary teachers and artists), for feedback on how to move the project forward.

At this event, following the successful launch of the new Mscaper website in May 07, there was a real buzz about the potential of the new version of the tool, which is significantly more functional and easy to use for developers and players; with wizards, guidelines, dedicated support and a growing user community. The conference had also doubled in size; a 2 day event with 120 participants which quickly sold out. It included evening entertainment, a packed programme and a far more diverse audience than previous events, with attendees from across Europe and the US, (comprising game developers, new businesses, heritage, theatre (including the highly acclaimed Punchdrunk), arts, education at all levels, broadcasters, and others generally interested in locative media).

The primary aim of the conference: to build community, communication share practices, help the medium grow and kick-start the development of a much needed business model for those wishing to make money from the work they’ve up until now only been able to do for free on the educational licence.

I was particuarly heartened to hear about the opening of a Pervasive Media Studio; a cross-disciplinary, cross-community, cross-industry teaching and research studio affiliated to the University of West England, HP and the University of Bristol. Located at the Bristol Watershed it will pioneer new digital media through socially engaged practice and world-class research, providing infrastructure (ipaqs, editing facilities, workshops, work-spaces) and opportunities to apply for small project grants.

Day 1 focussed primarily on the designer and developer community, providing workshops around game, experience, community, content and tool development. In the evening there was a networking event at the Watershed bar and a chance to try out some of the mediascapes in Queen’s Square.

Day 2 comprised a series of presentations from a wide range of experienced locative media designers from around the world including Teri Rueb, a landscape artist whose work engages digital, architectural and traditional media, Jon Williams, Creative Director of Licorice Media, and Steve Coast, Founder and Chairman of theOpenStreetMap Foundation.

The event was enormously enjoyable and I left feeling inspired and excited about the future of locative experience and game design.


Photos of the event can be viewed at: http://www.flickr.com/groups/mscape/pool/ and the majority of the presentations can be accessed from the Mscape Fest page.

December 10, 2007

Gaming in a Play-World

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Something I'm always struggling with: How to find the good stuff in Second Life. Surely in a play world I should have stumbled on a few unusual games by now? I haven't! SecondLife need some kind of 3D Google to help us all get around....for the moment, I rely on the 2D web, and in particular the Second Life Games blog which provides a comprehensive synopsis of all the great games you can play in your Second Life.

November 11, 2007

Mscape

This isn't exactly hot news to anyone already using the msapers site, but for me, it's a big step for location-based gaming that's worth a mention here.

April 25, 2007

An Invitation to Adventure

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If you read this blog, and especially if you're interested in pervasive games, then I'd like to offer you a little intrigue and innovation........If you accept...please click HERE!

February 19, 2007

Masquerade

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Something has been nagging at the back of my mind since I wrote about PerplexCity. A feeling of deja-vue. Now I've worked out why... When I was a kid I used to visit a friend who had a beautiful book called Masquerade, published in 1979. It was a children's book (but with a huge adult following), with fascinating illustrations containing clues to the location of a golden (18 carat) jeweled hare with a ruby eye created by Kit himself and buried "somewhere in Britain." The puzzle was solvd in 1981 but it sparked a huge number of further "armchair treasure hunts".

Searching for information about the book today I discovered, with pleasure, that PerplexCity was indeed inspired by Kit Williams' book. Bedtime reading then, for any budding Alternate Reality Game Designer!

April 25, 2000

Well done for making it this far.......

The next step won't be so easy.....please pick a door (it'll all make sense in a minute, I promise).

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