The past year was academically hectic, to a level when I just gave up on trying to capture everything in separate posts. This is an attempt to catch up on everything that happened. (I have probably missed things.)
The year started with Jon presenting his thesis that I already blogged about, and the fairly impressive presence that my research group had at CHI that I have also blogged. In addition to those were more or less closely related to play design and play studies, my Ph.D. student Mareike Glöss was coauthor on a great article on Über and how the mobile technology shapes the experience for drivers and passengers.
At CHI, Josh Tanenbaum grabbed me for a short video interview for his pervasive game class. While this interview was originally only intended for his students, he has now put it online and I kind of like the result. It’s a pretty playful video, and it reflects some of the more important things I have learned about pervasive game design and participation since the book came out in 2009. Some of the things we talk about seem to foreshadow Pokemon Go that struck the world about two months later.
DigiFys did not go unpublished for long – for soon, Eva-Lotta Sallnäs Pysander travelled to Australia to present the second project publication at Designing Interactive Systems. The article describes how the environment and the installations affected each other in a schoolyard field test of interactive play technology, and got a honourable mention!
Next, Elena Márquez Segura defended her Ph.D. thesis. The thesis is called “Embodied Core Mechanics: Designing for movement-based co-located play” and focusses on design strategies for the design of physical play. The thesis work focusses primarily on the early stages of design: on ideation methods and on ways to involve participants in shaping play. The core question that Elena has explored concerns what is actually being designed in these projects, as the technology often is just a tiny part of the whole design. Her answer is that the key thing to design is what she calls ‘embodied core mechanics’ – tiny snippets of physical activity that may involve many persons and several resources, and in which are manifest such qualities that the designers and players have found desirable. Elena’s thesis is based on ideas that she started to investigate already in our joint 2013 CHI article on co-located play, and that have been developed through multiple design investigations.
Only a week later, Patrick Prax defended his thesis called “Co-creative Game Design as Participatory Alternative Media”. Patrick’s thesis is an investigation of how players shape the development of online games over time, not just trough play but also in a very concrete way by developing add-ons and other supporting resources. But it is unclear what power that players have – Patrick argues that their influence could potentially be a critical tool and as such provide some political power. Still, in most of his examples player-developers rather become a resource for unpaid labor for the companies. This is an intriguing thesis that manages to put the spotlight on a phenomenon that is becoming increasingly common.
In the midst of summer, Pokemon Go struck bringing brief a brief moment of fame back for this old pervasive games scholar. I have written about the game here and here and in Swedish at the Uppsala University webpage. I was also interviewed by Swedish radio and UNT, the Uppsala daily newspaper. I hope that there soon will be a new blockbuster pervasive game that I can feel more enthusiastic about.
Late summer, DiGRA announced its inaugural selection of distinguished scholars, and I was elected to be one of them. While there certainly are many people that should have gotten recognition ahead of me and my recognition should probably be read as a thank-you for years of service to the organisation as program chair and journal editor, I am very proud of the title.
In October, Mareike Glöss defended her thesis “Technology encounters: Exploring the essence of ordinary computing” and by that, I ran completely out of Ph.D. students. Mareike has been studying how we approach information technology as part of our ordinary life, with a focus on family practices. Mareike’s thesis is anthropological and fits somewhat uneasily into human-computer interaction, but I would still recommend it for reading for all who aspire to develop everyday technology. In the end, Mareike’s conclusion is that despite the way technology is going increasingly mundane, we do not entirely integrate it into our collection of ‘stuff’. Technology doesn’t shrink into the background as other ‘stuff’ does, and it tends to create hubs of activity, sometimes for the whole family together. So essentially, Mareike has shown that I am wrong when I say that it’s becoming impossible to research interaction with IT separately from other interactions, as IT is becoming a part of everything we do. There is no saying that this will always be true – but right now, technology still seems to inhabit its own ontological space.
Later in October, I travelled to Austin to do a keynote at CHIPlay. It was a bit scary – I took the opportunity to talk about research and ideas that I haven’t fully developed yet and that deal with ways to look on play design as an alignment process between players and designers. (Some of this work has gone into an article that hopefully will come out in ToCHI during 2017.) The abstract for the talk can be found here. I also presented a paper that was mostly Elena’s work: the article “Playification: The PhySeEar case” where we basically look upon a more playful approach to gamification.
Late October, I presented a draft paper at the Uppsala Colloquium on “Communication, material and discursive power dynamics”. The colloquium was organised by my colleagues Vaia Douaki and Nico Carpentier, and I was definitely the odd bird out in this context. I tried to work through some of the documentation around two larp productions that were directed towards more mainstream audiences, but I don’t think that topic was political enough for the communication scholars. (I would like to take this text to Knutepunkt, to get some feedback before I finalise it.)
November and December were, thankfully, a bit more tranquil. In my spare time, I started to work together with the Cabaret crew to reshape the larp for a third run that will happen in June 2017. In late December, I playtested a scenario based on Cohen’s last record that seems to work pretty well. The scenario is called ‘You want it darker’ just as the record, and it is of course very much centred on Cohen’s music. And death. I tried to finish a few papers on old projects before January hit with the start of new projects, but succeeded only with those that had set deadlines.
Apart from scary, 2017 looks to be again quite hectic. I hope I’ll have a little time also for blogging.