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INTRODUCTION<br />

i


Copyright by<br />

Steffen P. Walz<br />

&<br />

ETC Press<br />

2010<br />

ISBN: 978-0-557-28563-1<br />

Library of Congress Control Number: 2010920990<br />

TEXT: The text of this work is licensed under a Creative Commons<br />

Attribution-NonCommercial-NonDerivative 2.5 License<br />

(http://creativecommons.org/licenses/by-nc-nd/2.5/)<br />

IMAGES: All fi gures in this book are the property of the respective parties mentioned<br />

in the Figure captions. Unless mentioned otherwise, fi gures and tables are © 2010 spw.<br />

http://etc.cmu.edu/etcpress/<br />

Design & Composition by John J. Dessler<br />

Copyediting & Proofreading: Jenna Krumminga, Samantha Ferrell


ACKNOWLEDGMENTS<br />

This book would not have come into being without you, fellow gamers:<br />

Katrin & Ida – thank you for your love and patience; Renate Rack-Schöbel, Rainer<br />

Schöbel and Leo, who let me think and rest; Ludger Hovestadt, for granting me<br />

some space, time, and play; the Davidsons for all the fun; Sibylla Spycher and my<br />

former academic peers of the Computer Aided Architectural Design Group at the<br />

ETH Zurich; Gerhard M. Buurman, Department of Design / Interaction Design &<br />

Game Design Study Program, as well as principal Hans-Peter Schwarz at the Zurich<br />

University of the Arts (ZHdK); Kees Christiaanse at the ETH Zurich; faculty, staff<br />

and students at the <strong>Entertainment</strong> <strong>Technology</strong> <strong>Center</strong>, <strong>Carnegie</strong> <strong>Mellon</strong> University,<br />

Pittsburgh, PA; Erwin Herzberger, Gerd de Bruyn and Martin Knöll in the Department<br />

of Architecture, University of Stuttgart; Karl Rege in the Department of Computer<br />

Science, University of Applied Sciences Winterthur; Jan Borchers and his Media<br />

Computing Group, RWTH Aachen University as well as Rafael “Tico” Ballagas, Nokia<br />

Research <strong>Center</strong>, Palo Alto, CA; Jussi Holopainen, Elina M. Ollila, Ingrid Schembri<br />

et al. at the Nokia Research <strong>Center</strong>; Mark Ollila at Nokia X-Media Solutions, Media<br />

& Games; Harri Pennanen and Nina Tammelin at Forum Nokia; REX Regensburg<br />

Experience Museum GmbH; fellow Space Time Play editors Friedrich von Borries<br />

and Matthias Böttger from raumtaktik, Berlin, as well as our associate editors<br />

Drew Davidson, Heather Kelley and Julian Kücklich, and all STP book contributors<br />

(unfortunately, too many to list here); Zhao Chen Ding at the Beijing University for<br />

Clothing <strong>Technology</strong>; Sungah Kim at Sungkyunkwan University, Seoul; Senior Editor<br />

Robert Steiger and his team at Birkhäuser Publishing, Basel; Thomas Dlugaiczyk<br />

and his team at IGDA Berlin & the Games Academy; V2 (particularly Michel van<br />

Dartel and Anne Nigten) as well as NAI Rotterdam for hosting; Celia Pearce at the<br />

Georgia Institute of <strong>Technology</strong> for inspiring discussions all over the place; Norman<br />

v


vi<br />

Brosterman for pointing out to me where to fi nd Fröbel’s illustrations; fellow Forum<br />

Nokia Champions Paul Coulton and Reuben Edwards at Lancaster University for<br />

continuously raising the bar; David Thomas at the University of Colorado Denver<br />

for his awesome blog http://buzzcut.com and his shared interest in the topic; Frank<br />

Lantz, Kevin Slavin and everyone else at area/code for puzzling me across media;<br />

Sony Computer <strong>Entertainment</strong> Switzerland for sending a lot of PS2 games; Buschhoff<br />

Stanztechnik GmbH for sponsorship; The Wild Divine Project, Eldorado Springs,<br />

CO, USA for letting us use their software development kit license free of charge;<br />

my former colleagues Mathias Ochsendorf, Philipp Schaerer, Odilo Schoch, David<br />

Sekanina, and Torsten Spindler, as well as the following former student assistants<br />

at the ETH Zurich who helped me to make things happen: Stephan Achermann,<br />

Monika Annen, Benjamin Dillenburger, Claudia Fuhr, Caroline Pachoud, Seong Ki<br />

Lee, Nicole Leuthold, Anne Mikoleit, Martin J. Tann, and, beyond our collaboration<br />

at the ETH, Daniel “DJ Brilliant” Wahl; my business partner, Thomas Seibert; Jenna<br />

Krumminga and Samantha Ferrell for attentively copyediting and proofreading this<br />

document; the fi ne publishing folks at the ETC Press including book designer John<br />

J. Dessler; everyone who has given me permission to reproduce photos, images or<br />

illustrations in this book; and, last but not least, my parents, Gerda and Peter Walz.<br />

Thank you all for your ongoing support.<br />

This book bases upon my doctoral dissertation accepted by the ETH Zurich in<br />

2008. The dissertation work as well as working on this book has been substantially<br />

funded by the National Competence <strong>Center</strong> in Research on Mobile Information and<br />

Communication Systems (NCCR-MICS), a center supported by the Swiss National<br />

Science Foundation under grant number 5005-67322.<br />

Let’s play.


PREFACE<br />

You are an architect. Imagine that stones, handles, chairs, handrails, doors, walls,<br />

stairs, streets, buildings, halls and towers do not evolve from grasping, lifting,<br />

carrying and connecting, but that they are formless, motionless - and symbolically<br />

thought - material for games. These games juggle with paradoxes, because logics<br />

do not suffi ce. In an analyzing fashion and for the purpose of construction, these<br />

virtualities pervade places, times and materials, and they manifest themselves by<br />

the way of movements, forms and, sometimes, tangibly, materially. This extension of<br />

architecture into the virtual realm as well as the latter’s reconnection into actuality is<br />

the foil for Steffen P. Walz’s “Toward a Ludic Architecture”, an intelligent composition<br />

of rhetorical fi gures that, for the fi rst time ever, succeeds in seriously crossing<br />

computer games and built architecture. Congratulations!<br />

Prof. Dr. Ludger Hovestadt<br />

Chair for Computer Aided Architectural Design, ETH Zurich<br />

Zurich, June 2009<br />

vii


CONTENTS<br />

viii


CONTENTS<br />

ACKNOWLEDGMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .v<br />

PREFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .vii<br />

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1<br />

1. Ludic Architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1<br />

1.1. Ready! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1<br />

1.2. Steady! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5<br />

1.3. Go! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5<br />

2. About Games, Play, and Architecture . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

3. Problem Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11<br />

4. Methodology and Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

5. Signifi cance and Contribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14<br />

PLAYSPACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17<br />

1. The Ambiguity Dimension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19<br />

2. The Player Dimension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21<br />

2.1. The Diversity of Players<br />

and Player-Centric Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br />

2.2. Human-<strong>Center</strong>ed Design and Situated Action . . . . . . . . . . . . . . . 24<br />

2.3. Conclusion: The Player in Architecture . . . . . . . . . . . . . . . . . . . . 26<br />

3. The Modality Dimension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27<br />

4. The Kinetic Dimension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29<br />

4.1. Notions of Movement and Rhythmin Architectural Theory . . . . . . 29<br />

4.2. Notions of Movement and Rhythm in Dance Notation . . . . . . . . . 35<br />

4.3. Notions of Movement and Rhythm in the Investigation of Play . . 39<br />

4.4. Excursus: Movement by Valence and Affordance . . . . . . . . . . . . 42<br />

4.5. Play as Movement and Putty between Player, Object,<br />

and Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

4.6. A Kineticist Defi nition of Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49<br />

4.6.1. Play-Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50<br />

4.6.2. Play Rhythm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51<br />

4.6.3. Play Defi ned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58<br />

4.7. Summary: Kinetic Playspace . . . . . . . . . . . . . . . . . . . . . . . . . . . .60<br />

CONTENTS<br />

ix


CONTENTS<br />

x<br />

5. The Enjoyment Dimension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62<br />

5.1. Caillois’ Play Typology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63<br />

5.2. Caillois’ Model and Kinesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65<br />

5.3. Contemporary Models of Play Stimuli<br />

and Player Types Cross-Compared . . . . . . . . . . . . . . . . . . . . . . . . . . 66<br />

5.4. Play Pleasure Spaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74<br />

5.5. Interimsic Summary: Play Pleasures . . . . . . . . . . . . . . . . . . . . . . 76<br />

5.6. Pleasures of <strong>Technology</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76<br />

5.7. Play-Actuated Emotions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80<br />

5.8. The Pleasure of Immersion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82<br />

6. The Culture and Context Dimension . . . . . . . . . . . . . . . . . . . . . . . . . 84<br />

7. Conclusion: Playspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88<br />

GAMESPACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89<br />

1. Approaches to Space in Game Design Research . . . . . . . . . . . . . . . 92<br />

1.1. Space of Possibility and Magic Circle . . . . . . . . . . . . . . . . . . . . . 94<br />

1.1.1. Space of Possibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94<br />

1.1.2. Magic Circle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95<br />

1.2. Allegory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97<br />

1.3. Contested Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98<br />

1.4. Narrative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100<br />

1.5. Typology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103<br />

1.6. Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105<br />

1.7. Qualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107<br />

1.8. Function . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110<br />

1.8.1. Primary and Secondary Functions of Ludic Space . . . .110<br />

1.8.2. Additional Primary Functions . . . . . . . . . . . . . . . . . . . . .113<br />

1.8.3. Summary: A Merged Model of Functional Forms . . . . . .116<br />

1.9. Summary: Space and Spatiality in Game Research . . . . . . . . . 117<br />

2. Approaches to Games in Architectural Research . . . . . . . . . . . . . . . . . 119<br />

2.1. The Rhetoric of “Architecture as Game” . . . . . . . . . . . . . . . . . . . 120<br />

2.2. Games for Architectural Experimentation and Visualization . . . 121


2.3. “Space Time Play”: Game Design and Architecture . . . . . . . . . 122<br />

2.3.1. Book Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123<br />

2.3.2. Outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123<br />

2.3.3. Dramatic Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124<br />

2.3.4. Formal Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125<br />

2.3.5. Summary: The Genius Loci of a Game . . . . . . . . . . . . .127<br />

2.4. Summary: Games in Architectural Research . . . . . . . . . . . . . . . 128<br />

3. Conclusion: Gamespace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129<br />

PLAY-GROUNDS: AN ARCHAEOLOGY OF LUDIC ARCHITECTURES . . . . . . . . . .133<br />

1. About Play-Grounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135<br />

1.1. Utopia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137<br />

1.2. Heterotopia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142<br />

1.3. Dystopia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144<br />

2. Possible Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147<br />

3. Impossible Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154<br />

4. Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156<br />

5. “Nature” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163<br />

6. Tessellation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166<br />

7. Board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170<br />

9. Labyrinth (and Maze) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190<br />

10. Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197<br />

11. Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201<br />

12. Playground . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210<br />

13. Campus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215<br />

14. Square . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221<br />

15. Theater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226<br />

16. Stadium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240<br />

17. Kindergarten . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245<br />

18. Amusement Park . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250<br />

CONTENTS<br />

xi


CONTENTS<br />

xii<br />

19. Panopticon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256<br />

20. Trompe l’œil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260<br />

21. Television . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264<br />

22. Folly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267<br />

23. Dollhouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270<br />

24. War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272<br />

25. Casino . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274<br />

26. Mall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281<br />

27. Castle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283<br />

28. City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290<br />

29. Society . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295<br />

32. World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316<br />

33. Outer Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318<br />

34. <strong>Technology</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319<br />

35. Ambiguity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327<br />

GAME OVER! INSERT COIN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335<br />

1. Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335<br />

2. Final Remarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336<br />

BIBLIOGRAPHY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .341<br />

1. Writings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 341<br />

2. Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362<br />

3. Films and Television Shows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365


INTRODUCTION<br />

“Eventually, everything connects.”<br />

(Charles Eames, Architect)<br />

“It’s all about connecting the dots.”<br />

(Ralph H. Baer, Videogame Inventor)<br />

1. Ludic Architecture<br />

This book is a theoretical exercise toward a ludic architecture – i.e., an analytical<br />

and designerly understanding of contemporary play and games through the lens of<br />

architectural paradigms. Note that this treatise is not concerned with programming<br />

or more technologically-inclined topics. Rather, it suggests a discourse of play and<br />

games as human practices in space, seeking to conceptually frame these pleasurable<br />

practices as architectural categories and places-to-play - playces, if you wish.<br />

Results from digital game studies are worked into these refl ections, creating a basis<br />

for an analytical framework of games as architectures. This framework serves as the<br />

foundation for critically discussing exemplary spatial formats from which play and<br />

games grow. As an introduction – and for your inspiration – read through the following<br />

scenes that illuminate the topic.<br />

1.1. Ready!<br />

Unfamiliar with Alan M. Turing’s work, Konrad Zuse, the solitary German computing<br />

machine pioneer, conceptualized and built the fi rst mechanical component of<br />

his Rechenmaschine, the Z1, in 1945, nine years before the offi cial inception of<br />

INTRODUCTION<br />

1


INTRODUCTION<br />

2<br />

the Electronical Numerical Integrator and Computer (ENIAC) at the University of<br />

Pennsylvania. In the end, the Z1 was just a primitive electro-mechanical device, far<br />

less reliable than its successor, the Z3 – the fi rst working Turing-complete computing<br />

machine. Both systems, however, consisted of a mechanical memory storage<br />

component, a calculating component, a command controller unit, a number input,<br />

and a number output – core elements of today’s computing machinery. The Z1 was<br />

programmed using ticker tapes created from expensive 35mm fi lm stock. For the<br />

ticker tape to be input into the Z1, a hand-driven - potentially engine-driven - crank<br />

had to perform one revolution. Zuse called the unit of ticker tape revolutions needed<br />

to process a Z1 command (such as carrying out an addition or a multiplication) Spiel,<br />

or, in English, game (Rojas 1997).<br />

In 1947/48, Alan Turing developed a chess machine on paper and also conducted<br />

experiments with a chess machine prototype, as pointed to in one of his many seminal<br />

papers, Solvable and Unsolvable Problems (Turing 1954). In 1950, his American<br />

colleague Claude Shannon wrote a paper titled Programming a Computer For Playing<br />

Chess (Shannon 1950), in which he envisions possible use-cases for computing<br />

machines based on his game machine. Many of the machines outlined have since<br />

come into existence – machines for designing, for regulating, for translating, for<br />

music-making, for logical deduction.<br />

Much earlier, in the 19th century, Charles Babbage had already been convinced that<br />

his Analytical Engine would be capable of processing a chess game; to demonstrate<br />

simpler mechanics, Babbage conceptualized a Tic-Tac-Toe game machine, cf.<br />

Pias (2002:198). The world’s fi rst computer game, however, may well be Alexander<br />

Sandy Douglas’ OXO game – a single player Tic-Tac-Toe game also known as<br />

Noughts and Crosses. OXO is, without a doubt, the fi rst game with a graphical user<br />

interface: gameplay was displayed on the 35x16 pixel cathode ray tube space of the


Electronic Delay Storage Automatic Calculator (EDSAC) computer at the University of<br />

Cambridge. There, Douglas implemented OXO in 1952 as an illustration for his PhD<br />

thesis concerning human-computer interaction (Winter 1996). See Figure 1, which<br />

shows an OXO session running in Martin Campbell-Kelly’s EDSAC emulator software.<br />

session running in Martin Campbell-Kelly’s EDSAC emulator software.<br />

Figure 1<br />

OXO, a Tic-Tac-Toe instance: The world’s fi rst computer game using a graphical display, written by<br />

Alexander S. Douglas in 1952 for the EDSAC computer at the University of Cambridge. The image<br />

shows a screenshot of the game running in the EdsacPC emulator, Version 6 for Windows 95 or later.<br />

Reproduced by permission from Martin Campbell-Kelly.<br />

It is no coincidence that Babbage, Zuse, Turing, Shannon, and Douglas spent time<br />

thinking about games and how they could be implemented in the computing of<br />

INTRODUCTION<br />

3


INTRODUCTION<br />

4<br />

hardware, software, or both. As Claus Pias points out, games – the strategy game of<br />

chess in particular – assisted in envisioning the computer (Pias 2002). This historical<br />

argument is seconded conceptually by Juul, who concludes that games’ “defi niteness<br />

in the rules” (Juul 2005:38) suggests that there is a basic affi nity between games and<br />

computers. Why? Mass-market computers are digital machines that use discrete,<br />

i.e. discontinuous values (such as binary data) to input, process, transmit, and<br />

store information according to formal instructions. Compare this short and certainly<br />

superfi cial defi nition against the notion that games are rule-bound systems in which<br />

confl ictive, goal-oriented interaction takes place under seemingly safe conditions for<br />

the player, whose “fundamental motivation (...) is to learn.” (Crawford 1982/1997:15).<br />

That games and computers are similar in the way they manipulate information has led<br />

media philosopher McKenzie Wark to conclude that “All games are digital. Without<br />

exception. (...) From the start, games were proto-computers” (Wark 2007:79).<br />

Though it could be argued that “Interactiveness is not a binary quantity; it is a continuous<br />

quantity with a range of values” (Crawford 1982/1997:11), we can still assume that<br />

games are, formally speaking, superbly suited for computational processing and that<br />

computational hardware and software architecture represent best-practice instances of<br />

ludic application, having much increased the complexity of games and formalized games<br />

more precisely than ever before in history. As advanced problem-solving machines<br />

with which we can playfully interact, computers are the perfect match for games when<br />

we look at the latter as “a problem-solving activity, approached with a playful mind“<br />

(Schell 2008:37).


1.2. Steady!<br />

In July of 2001, Electronic Arts (EA) published Majestic (EA 2001), a new kind of<br />

commercial game that blurred the lines between computer game and everyday life,<br />

between virtual space and physical space. A science-fi ction conspiracy adventure<br />

that included elements of bio-warfare and global terror, Majestic integrated a great<br />

number of media and technologies with which the player could experience the game:<br />

in addition to an application featuring a Buddy List with bots and other players,<br />

indistinguishable from one another at fi rst glance, the game also immersed the player<br />

through AOL Instant Messaging (AIM), e-mail and video messages, Websites, phone<br />

calls, SMS messages and faxes, cf. Taylor and Kolko (2003).<br />

Majestic failed to become a commercial success due partly to technical reasons but<br />

also because of some design fl aws and unfortunate timing – the game was released<br />

six weeks before the terrorist attacks of September 11, 2001, causing the publisher<br />

to pause the (downloadable) game service. Still, Majestic was a pioneering game – a<br />

software-hardware architecture that reached beyond the constraints of the classical<br />

videogame console-living room experience or the desktop PC-offi ce mélange. In this,<br />

Majestic was one of the fi rst games to feature “pervasive” or “ubiquitous” gameplay<br />

across diverse media.<br />

1.3. Go!<br />

In the summer of 2007, Anna and Peter, a young couple from Zurich, visit Regensburg,<br />

Germany. At the tourist information offi ce, they notice the tourist game of REXplorer<br />

advertised as a “city-experience” and decide to try it out. At home in Zurich, in<br />

preparation for their trip, Peter had visited the Website of the Regensburg Experience<br />

Museum REX, watched the REXplorer trailer, and browsed the Websites of high-<br />

INTRODUCTION<br />

5


INTRODUCTION<br />

6<br />

scoring REXplorer players, where images the tourists had taken were shown, as was<br />

their path through the city 1 . Anna and Peter rent the REXplorer detector and set out<br />

to investigate the “paranormal activities” in the city.<br />

As they leave the offi ce to start playing, Anna holds the game controller, which reminds<br />

her of a Geiger counter. When they turn the corner of the Altes Rathaus, Anna notices<br />

a heartbeat vibration indicating that the detector is excited and that the couple has<br />

reached a point of interest. Anna knows that there is a spirit here that she can awaken<br />

by casting a spell. She looks at Peter, who fl ips over the brochure map they have with<br />

them, looks at the different gestures, and points to “wind.” After glancing at the legend<br />

to get an idea of the gesture shape, Anna holds down the gesture button and waves<br />

the device through the air accordingly.<br />

A passer-by stops and stares, open-mouthed.<br />

Once the spell gesture is complete, Anna releases the button, and a short “tornado”<br />

video with audio playback confi rms that she has successfully completed the wind<br />

gesture. A fi gure is shown on the detector screen, and a spirit with a friendly but dark<br />

voice begins to speak to the players2 :<br />

REXplorer! It’s nice to see you. I am a salt trader. People like me used<br />

horses to pull heavy ships full of expensive salt up the river Danube<br />

to Regensburg until around 1820 A.D. Usually, the excursions<br />

lasted four weeks at a time. Yep, my life is tough and dangerous.<br />

Thieves plague the salt trading routes, but I have a loving wife who<br />

1 A trailer and other materials are available at http://rexplorer.arch.ethz.ch.<br />

2 Note that the original voice acting is in German, and that passages from the game have been translated by the<br />

author.


constantly prays in a nearby church for my safe return. Only the fi re<br />

of her love keeps me alive. Would you be willing to deliver a message<br />

to my woman? Then show me the appropriate gesture.<br />

After listening carefully to the puzzle, Anna understands that she must cast the “fi re”<br />

spell to accept the quest. She looks at Peter and asks: “Which one was fi re, again?”<br />

Peter shows her the gesture legend and Anna successfully completes the fi re gesture<br />

to accept the quest. Then she hears:<br />

I thank you from the bottom of my heart! It pleases me that you are<br />

willing to deliver my love letter to my wife at the St. Ulrich Church<br />

near the Cathedral. Oh! My colleagues are already waiting for me<br />

at the river. Good luck! Take care of yourselves.<br />

Peter checks the brochure map and quickly fi nds the next location. He looks to Anna<br />

and asks: “Where are we now?” She presses the map button on the detector, which<br />

then shows them their current position and the destination of their open quest. After<br />

orienting themselves, they start walking towards the St. Ulrich Church to complete<br />

their mission. On their way, they stop over at the Regensburg Cathedral, which looks<br />

quite beautiful before the bright blue Bavarian sky. They take pictures of themselves<br />

and of the monument using the detector’s photo function.<br />

After an hour and half, Anna and Peter return the detector, which has told them, in its<br />

unforgettable, sardonic voice, that it is starting to grow tired and that walking back to<br />

the tourist offi ce would be quite swell. Once back at the tourist offi ce, Anna and Peter<br />

return the game controller and receive their refunded deposit. The friendly tourist<br />

offi ce staff downloads the couple’s gameplay session data from their detector,<br />

including their route, completed quests, and photos. From this data, Anna and Peter’s<br />

INTRODUCTION<br />

7


INTRODUCTION<br />

8<br />

personal, geo-referenced gameblog Website for the session is automatically created.<br />

The URL for the blog is sent to their e-mail addresses and printed onto a postcard<br />

they receive before leaving the tourist offi ce. Walz et al. (2006), Ballagas and Walz<br />

(2007), and Walz and Ballagas (2007) discuss several aspects of REXplorer in-depth,<br />

such as the game’s design, its player-centered iterative development including playtesting,<br />

and its inherently persuasive strategies that promote game-based learning.<br />

Figure 2 depicts two players enjoying REXplorer in front of Regensburg’s city core<br />

ensemble.<br />

The three scenes described above reveal that today,<br />

ludic architectures, which in and of themselves<br />

are structurally and representationally digital,<br />

have now extended into the realm of physicality,<br />

creating a hybrid gamespace in the process. In this<br />

age of hybrid, connectivist gamespaces such as<br />

that of REXplorer, learning(-by-playing) becomes<br />

all the more a “process of connecting specialized<br />

nodes or information sources” (Siemens 2005:7).<br />

Theorizing about ludic architectures, then, means<br />

connecting information sources concerned with<br />

architecture, play, and games, and examining<br />

how all three ultimately manifest as architectural<br />

formats<br />

Figure 2<br />

Two players enjoying a REXplorer game quest on the Steinerne<br />

Brücke in front of Regensburg’s UNESCO world heritage<br />

protected city core ensemble, including the cathedral.


2. About Games, Play,<br />

and Architecture<br />

The scenes presented above demonstrate that digital games have history and a<br />

future – when it comes to games, we all “face the development of new typologies<br />

of space” (Borries/Walz/Böttger 2007:11 3 ): “To choose a game is to choose an<br />

architecture” (Wigley 2007:484). This comment has a more profound undertone if<br />

you consider that today, commercial games are “the emergent cultural form of our<br />

time” (Wark 2007:22) that will eventually surpass even the movie industry and other<br />

entertainment media. Games are, perhaps, “architecture’s fi nal frontier” (Wiltshire<br />

2007).<br />

We can be relatively sure that games are changing our notion of space and time.<br />

This is made clear by innovative urban games such as REXplorer that superimpose<br />

physical architectures with a digital layer4 or by other recent games such as Majestic<br />

that involve different forms of media and sneak unexpectedly into our living rooms.<br />

3 Note that throughout this book, texts from the book Space Time Play. Computer Games, Architecture and Urbanism:<br />

The Next Level will be frequently referenced. In fact, Space Time Play – co-edited by this author with two<br />

colleagues and published by Birkhäuser Publishers in the fall of 2007 – can be considered a reading prerequisite<br />

to and/or a vademecum for this book.<br />

4 Games such as REXplorer are often and interchangeably called “ubiquitous” or “pervasive” games. IBM<br />

introduced the term “pervasive computing” back in 1998 to describe a research and business concept by which<br />

computers are embedded into our surroundings. Ten years earlier, the research concept of “ubiquitous computing”<br />

had been introduced by Mark Weiser from XEROX Parc (Weiser 1996). The term encompasses the<br />

“third wave in computing” (ibid.), in which one person interacts with many computers – as opposed to both the<br />

mainframe stage of computing, during which many people shared one computer, and the PC phase, in which a<br />

one-to-one rationale was prevalent (i.e. one computer per person – or, of course, one person per computer if we<br />

regarded the computer as a resource). Mattern has described the differentiation of the terms ubiquitous computing<br />

and pervasive computing as follows: “While [Mark] Weiser uses the term “Ubiquitous Computing” rather in<br />

an academic-idealistic way, describing an unobtrusive, human-centric vision of technology, the term “Pervasive<br />

Computing” has been coined by the industry with a slightly different emphasis: This term also centers around the<br />

idea of permeating and omnipresent information processing, but with the specifi c short-term goal of utilizing it in<br />

e-commerce scenarios and web-based business processes” (Mattern 2003 cit. after Hinske et al. 2007:24).<br />

INTRODUCTION<br />

9


INTRODUCTION<br />

10<br />

Another example is the latest Nintendo console, the Wii, which allows for wireless<br />

gestural player input by means of a game controller with built-in accelerometers and<br />

a Bluetooth connection. In the tennis game shipped with the Wii Sports (2006) set,<br />

the player can swing the controller as if swinging a tennis racket to hit an oncoming<br />

ball in real time in a 3D representation of a tennis court rendered onto the TV screen<br />

to which the console connects (Kelley 2007b:24f.).<br />

Yet the change is also generational. Today, games are not merely for children - they<br />

constitute a major adult business, and major architecture is created through them.<br />

In the 1970s and early 1980s, the fi rst game generation grew up playing Space<br />

Invaders, Pac-Man, Frogger, and Donkey Kong. Indeed, the author of this book will<br />

admit that he himself spent quite some time playing games on the world’s fi rst video<br />

console with exchangeable game cartridges, the Atari VCS (Atari 1977); that as a<br />

pre-schooler, he was the proud owner of a Philips G7000 (Philips 1978); and that<br />

later, while attending secondary school, he played and learned to program BASIC<br />

on the Z80 CPU-based budget home computer Amstrad CPC 61285 – the European<br />

alternative to 8-bit home computers such as Commodore’s C64 (Commodore 1982).<br />

With the exception of university and high school labs and networks, PlayNET (1984),<br />

an online service for C64s in the US between 1984 and 1987, was the fi rst computerto-computer<br />

online communication network to utilize graphics and interactive menus<br />

and deliver computerized multiplayer gaming through a 300- or 1200-baud modem<br />

(Morabito 1985).<br />

PlayNET licensed its networking soft- and hardware solutions to Quantum Link or<br />

Q-Link, a US and Canada-only online service provider for Commodore’s C64 and<br />

C128 computers that changed its name to America Online (AOL) in October 1991 and<br />

went on to become one of the driving forces behind the evolution of the World Wide<br />

5 In Germany, Amstrad computers such as the CPC 464, the CPC 664, and the CPC 6128 with a doubled<br />

memory of 128K were marketed by the Schneider company and branded as Schneider computers.


Web 6 . Thus it was the home computer-based PlayNET that helped kick start today’s<br />

online gaming culture (focused on games such as World of Warcraft as well as on<br />

increasingly popular free-to-play browser games) that spans social spaces across<br />

the planet.<br />

The soft- and hardware of digital games have gone through quite an evolution in<br />

the past decades, and scholarly refl ection is having a tough time keeping up. But<br />

just because games are well suited for rule processing, does not mean all games<br />

encompass digital realms. Board games have been played for thousands of years<br />

across cultures like analogue rule-processing machines that we players crank,<br />

metaphorically speaking, turn-by-turn, movement-by-movement. At the same time,<br />

athletic competitions continue to constitute an important aspect of Western civilization.<br />

But whether sport competition, computer game, or board game, at the heart of all those<br />

formalized, rule-based ludic activities that we call games, is play – an anthropological<br />

constant and a phenomenon that is, mind, not exclusive to humans.<br />

If games are indeed architecture’s fi nal frontier, then this book aims to contribute to<br />

an architectural understanding and appreciation of play and games. The following<br />

problem statement details how this will be achieved.<br />

3. Problem Statement<br />

In the past, scholarly discourse has examined games and play, including digitally<br />

processed games, from many perspectives in an effort to explain them as cultural<br />

artifacts. The so-called narratologists have interpreted games as novel forms of<br />

narrative (Murray 1997; Manovich 2001) or texts to read (Bolter and Grusin 2000). The<br />

6 See http://www.qlinklives.org for a historical record maintained by one of the Q-Link co-founders.<br />

INTRODUCTION<br />

11


INTRODUCTION<br />

12<br />

ludologists have insisted that games should be analyzed sui generis (Aarseth 1997),<br />

being mainly systems of rules that govern play, regardless of whether they are digital<br />

or analogue (Salen and Zimmerman 2004). Others have suggested a middle ground,<br />

arguing that the dualism of narratology-ludology is quite artifi cial and asserting that<br />

a ludological perspective cannot exclude the narratological approach (Frasca 2003).<br />

Eventually, this approach was formulated into a model that analyzes videogames as<br />

a trans-medium that features both a set of rules and a fi ctional world (Juul 2005).<br />

Thus digital games as cultural artifacts have been alternately understood as rulebound<br />

ludic activities, interactive narratives, trans-medial combinations of the latter,<br />

or procedural environments composed of unit-operational software-based objects<br />

(Bogost 2006). Each of these attempts implicitly or explicitly assumes that games<br />

are, have, or take place in spaces. One could certainly agree that, for example, a<br />

rule-bound play activity must take place somewhere; that an interactive narrative<br />

immerses the player in a navigable story set in a certain place with certain spatial<br />

qualities; and that a unit-operational system creates an environment for the player to<br />

play in and with.<br />

With the help of more than 140 authors, the book Space Time Play (Borries/Walz/<br />

Böttger 2007), co-edited by the author, has broken new ground and attempted to<br />

shed light on the relationship between computer games, architecture, and urbanism.<br />

So far, however, there is no in-depth treatise that aims to architecturally frame play<br />

and games as human practices in space and of space, examining the forms in which<br />

ludic activities take place. This book attempts to fi ll this gap in the academic discourse<br />

and to work towards a ludic architecture, i.e. a comprehensive and critical discussion<br />

of play and games through the lens of architectural paradigms. Such a contribution<br />

is needed to accommodate the development of ludic architectures, particularly when<br />

they extend into the physical world as in the REXplorer example.


The questions that can help guide us in framing such a ludic architecture include:<br />

● What are the parameters of a conceptual space of play, and how can<br />

we consider play as an architectural category? How is play architected?<br />

How does it relate to space, and how does it produce space?<br />

● What are the parameters of a conceptual space of digital games – what<br />

can we gain from locative, representational, programmatic, dramaturgical,<br />

typological, perspectivistic, form-functional, technological, and phenomenological<br />

approaches in research literature? Are these approaches<br />

adequate for our overall task?<br />

● What does a sketched analytical framework for games-as-architectures<br />

sui generis look like?<br />

● In what prototypical spatial types are play and games rooted – what<br />

could we learn from these types via critical and episodic inquiry informed<br />

by the parameters mentioned above?<br />

4. Methodology and Overview<br />

This treatise on the nature of ludic architecture is structured as follows:<br />

● In the fi rst section, PLAYSPACE, we examine the conceptual space of<br />

play, seeking to defi ne dimensions that are relevant in looking at play<br />

as an architectural category. We differentiate this conceptual space into<br />

an ambiguity dimension, a player dimension, a modality dimension, a<br />

kinetic dimension (wherein we strive to defi ne play as a relational human<br />

practice in space), an enjoyment dimension, and, eventually, a culture and<br />

context dimension.<br />

INTRODUCTION<br />

13


INTRODUCTION<br />

14<br />

● In the subsequent section, GAMESPACE, we fi rst consider play as an<br />

essential part of games and vice versa. We then review and update<br />

existing notions of space and spatiality in digital game (design) research<br />

as well as notions and applications of games in architectural research<br />

with the goal of mapping a conceptual gamespace. Finally, we sketch<br />

out a preliminary analysis framework for investigating the spatiality of<br />

games, in which the playspace and gamespace dimensions are set into<br />

relation.<br />

● In PLAY-GROUNDS: AN ARCHAEOLOGY OF LUDIC ARCHITECTURE,<br />

we apply this framework to critically and essayistically discuss “playgrounds”,<br />

i.e. prototypical and historically persistent spaces of play and<br />

gameplay before and beyond the digital game. These play-grounds are<br />

connected by conceptual links that can be explored by users/readers<br />

and implicitly suggest ludic trajectories and a spatial discourse.<br />

● We conclude this work with the GAME OVER! INSERT COIN section,<br />

which offers a summary of our fi ndings and an outlook.<br />

5. Signifi cance and Contributi on<br />

This book, which frames play and games architecturally, contributes to a number<br />

of fi elds:<br />

● The disciplines of Game Studies and Game Design, as well as related<br />

entertainment media and entertainment technology industries.<br />

● The disciplines of Architecture & Computer Aided Architectural Design<br />

(CAAD), contemporary Urban Planning theory and practice, and related<br />

industries.


It is hoped that this treatise will help bridge the fi elds of Architecture and Game<br />

Design to the extent that academia will be able to increasingly work at the intersection<br />

of both disciplines. Some rough guidelines for achieving joint progress in an academic<br />

context are offered below:<br />

● Throughout their university training, architectural students should be<br />

taught to consider games as dynamic, innovative, and challenging<br />

architectural outlets that can be design results or components of the<br />

design process. The fi eld of CAAD in particular can benefi t from games<br />

as tools and results; Walz and Schoch (2006) demonstrate how this<br />

can be achieved by examining a pervasive game class centered on a<br />

location-based learning and meeting game for students and faculty of<br />

the ETH Zurich that superimposed and accurately refl ected pre-existing<br />

sites and usages. Other classes on games and architecture have been<br />

taught by the author at the Department of Architecture at the University<br />

of Stuttgart, resulting in a number of architectural theses that used game<br />

mechanics to create or even automate architectural space, cf. Walz<br />

(2006a). On the other hand, game design and development students<br />

as well as those students learning how to produce, sell or create art for<br />

games and other entertainment media should learn from the get-go to<br />

consider games in terms of spatial design.<br />

● In the research context, academically-minded architects should take<br />

advantage of games and entertainment media beyond the visualization and<br />

performance power of game engines in order, for example, to investigate<br />

how a building or a location can become an interactive partner or a<br />

narrative to be explored over time – as in a biofeedback game prototype in<br />

which the player is connected to a physical space’s functionalities (Walz<br />

et al. 2005). At the same time, research in entertainment media and game<br />

INTRODUCTION<br />

15


INTRODUCTION<br />

16<br />

design can benefi t from ludicly-inclined architects who conceptualize<br />

programs geared toward, for example, mobility, place-making, future<br />

learning, or problem simulation, regardless of whether the programs<br />

are executed virtually, physically, or in hybrid situations, using high or<br />

low technology.


PLAYSPACE<br />

Playing is a special type of human activity – an anthropological constant. In order to<br />

think about the nature of play, we must clarify beforehand that there is, of course, a<br />

difference between the terms play and games, although languages such as French or<br />

German do not differentiate between the two. In German, there is only one noun, Spiel,<br />

which is used when speaking of both game and play, and one verb, spielen, meaning<br />

both to play and to play a game. Our discussion of play in this book is based on the<br />

assumption that play is the foundation of a game, and that neither can exist without<br />

the other.<br />

We look at games and play as human practices in space, and in doing so, initially<br />

examine play in the context of architecture. What are the parameters of play? To what<br />

practices does play give rise? How do we design the space of play, and how does play<br />

relate to games? What are, in total, the dimensions of a conceptual playspace?<br />

In this section, we outline the dimensions of this conceptual playspace in order to<br />

move closer towards answering these questions. The approaches applied vary and<br />

include theories and fi ndings from a variety of fi elds so that throughout the course of the<br />

examination, we develop our own defi nition of play by way of the following subsections:<br />

● Play as ambiguous category: The ideologization of the term play is<br />

discussed, on the one hand following up on a prevalent academic<br />

discussion initiated by Sutton-Smith (1997), and on the other hand<br />

underlining that play is subject to contextual and rhetorical uses all across<br />

the sciences.<br />

PLAYSPACE<br />

17


PLAYSPACE<br />

18<br />

● Play as subjective experience: Without the player, there is no play in<br />

space, and when designing (game)play, participatory design methods<br />

are crucial to creating an enjoyable ludic activity (Fullerton 2008). This<br />

subsection elaborates on both these assertions.<br />

● Play as modality: Beyond the subjective experience, play takes place<br />

either in a physical, imaginary, virtual, or hybrid setting. A model inspired<br />

by Bartle (2004) is introduced that organizes these aspects of playspace.<br />

● Play as rhythmical kinesis: In this subsection, we develop an<br />

architecturally-framed defi nition of play. Towards this end, we briefl y<br />

consider notions of movement and rhythm in architecture before<br />

examining dance as movement because it allows us to speak of both a<br />

spatial and a playful activity. Eventually, with the help of Game Studies<br />

pioneer Buytendijk (1933), we propose looking at play as a particular kind<br />

of rhythmic movement that can be physical or virtual and that connects the<br />

player with the play-environment and a play-other. This way of looking at<br />

play allows us to think and speak of it in terms of space and architecture.<br />

● Play as enjoyment: Against the backdrop of our kineticist model of<br />

play, we refl ect on and cross-compare pedagogical, anthropological,<br />

and game design taxonomies of play stimuli and player types (e.g. Fritz<br />

2004), deriving an extended model of play pleasure. In addition, we<br />

review representative aspects of play enjoyment, including absorption<br />

and perceived diffi culty.<br />

● Play as designed phenomenon: We discuss, representatively, how<br />

given physical environments are perceived to be play-suitable and feature<br />

positive valence (Hendricks 2001).


● Play and games – games and play: We elaborate on the interrelation<br />

of play and games in order to bridge to the following section, in which we<br />

scrutinize both the formal nature and spatiality of games.<br />

Taken as a whole, this section prepares us to identify and review existing concepts of<br />

space and spatiality with regard to games. In this context, games are understood as<br />

formalized systems of play.<br />

1. The Ambiguity Dimension<br />

In the past, the phenomenon of play has been investigated by many scholars from a<br />

wide variety of fi elds. In Homo Ludens, cultural anthropologist Johan Huizinga argues<br />

that human culture itself bears the character of play, suggesting that play is not only of<br />

prime importance to, but also a necessary condition for, enculturalization (1939/1971).<br />

With regard to the design of the built environment, we read Le Corbusier’s oft-cited claim<br />

from Vers une Architecture that “Architecture is the masterly, correct and magnifi cent<br />

play of volumes brought together in light” (Le Corbusier 1928/2008:102), establishing<br />

“stirring relationships” (1928/2008:194). Refl ecting on the information age, William J.<br />

Mitchell plays on Le Corbusier’s belief in progress, stating: “Architecture is no longer<br />

simply the play of masses in light. It now embraces the play of digital information in<br />

space” (Mitchell 1999:41).<br />

But what is play? Developmental psychology, for example, has long concluded that for<br />

human children, play involves imaginary situations mandatory for learning and child<br />

development (Vygotsky 1978:93). Indeed, Piaget (1951) found that play is important<br />

for deep learning, which has led contemporary educational learning theorists to claim<br />

that, generally speaking, “players are also learners” (Becker 2007:24), even more so<br />

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when playing well-designed games that are capable of creating intrinsic motivation in<br />

the player (2007:25).<br />

In order to better understand play, let us take a step back and consider the words of game<br />

design scholars Salen and Zimmerman who point out that many “studies of play focus<br />

on identifying the function or purpose of play. The implicit assumption is that play serves<br />

a larger purpose for the individual psyche, the social unit, the classroom, the species,<br />

and so on” (2004:309). This fi nding – that play is best explained by demonstrating that<br />

it defers to another concept – can be fi ne-tuned against the backdrop of an already<br />

classic study by Brian Sutton-Smith based on “overwhelming evidence that the meaning<br />

of games is, in part, a function of the ideas of those who think about them” (Avedon<br />

1971:438). In The Ambiguity of Play (1997), the social science of play pioneer and<br />

professor of education dissects the varied, rhetorical uses of play across disciplines<br />

and purposes. Play, Sutton-Smith argues, is an ambiguous term. It is used in different<br />

contexts with different underpinnings, often shadowing activities and describing them<br />

imprecisely and vaguely, thereby persuading the audience to think of the process or<br />

activity ambiguously. Thus play cannot be explained by defi ning the way it functions,<br />

but by identifying those who use it as a means to convey a certain communicative<br />

strategy (1997:3).<br />

An architectural theorist, for example, is likely to bring architectural meaning to the<br />

study of games and play and naturally, will want to defi ne and possibly explain playing<br />

in terms of space. In his excellent meta-study, Sutton-Smith goes even further, claiming<br />

that “practically anything can become an agency for some kind of play” (Sutton-Smith<br />

1997:6). To support this argument, Sutton-Smith lists activities that are said to represent<br />

forms of play or experiences of play, ranging from private to very public:


● mind or subjective play;<br />

● solitary play;<br />

● playful behaviors;<br />

● informal social play;<br />

● vicarious audience play;<br />

● performance play;<br />

● celebrations and festivals;<br />

● contests, i.e. games and sports;<br />

● risky or deep play (ibid.).<br />

Based on Sutton-Smith, we could presume that there is no such thing as a biological<br />

nature of play, since a given rhetoric of play only serves as a communication strategy –<br />

that is, a means to an end. The Ambiguity of Play reminds us that whenever someone<br />

uses the term play, we should pay careful attention to the context in which the term<br />

is used.<br />

2. The Player Dimension<br />

In addition to the ambiguity of play discussed in the past subsection, the playspace<br />

we describe here always embodies a player and, by extension, subjectivity. Without a<br />

player, there is no play; and even more importantly, subjectivity in play has a particularly<br />

important role. Let us briefl y investigate this role in the context of both design methods<br />

and empirical fi ndings in human-computer interaction.<br />

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2.1. The Diversity of Players<br />

and Player-Centric Design<br />

On the one hand, we can derive this special role of the player from the diversity of<br />

players: there are infant, preschool, childhood, adolescent, and adult players, all<br />

of whom play somewhat differently. There are male and female players. There are<br />

gamblers, gamesters, sports, and sports players, and there are playboys and playgirls,<br />

playfellows, playful people, playgoers, playwrights, playmakers, and playmates<br />

(Sutton-Smith 1997:5f.).<br />

The diversity of players is obvious in less designed and more subjective play experiences,<br />

and the audience plays an even more important role in designed play as well as in<br />

games. In game design, and in particular in the design of digital games, player-centrism<br />

is just one of many approaches – like, for example, market-driven or technology-driven<br />

approaches – favored because it usually produces the most enjoyable experiences<br />

(Adams and Rollings 2006). A player-centric approach understands and designs ludic<br />

activities from the point of view of the player. Fullerton underlines that playtesting –<br />

a design method in player-centered design – “is the single most important activity a<br />

designer engages in (...). Play testing is something the designer performs throughout<br />

the entire design process to gain an insight into how players experience the game”<br />

(2008:196).<br />

Whether conducted quantitatively with the help of questionnaires or game-play log<br />

fi les or qualitatively with the help of video taping, narrative interviews, or participant<br />

observation and fi eld diaries, playtesting helps to improve a designed ludic activity. In<br />

addition to creating a game experience that entertains, a designer of a ludic product<br />

must understand, as thoroughly as possible, the player’s expectations, motives, and<br />

needs. Another duty of the player-centric game designer is to comprehend the player’s


ackground, mindset, and desires and to empathize with the player by imagining what<br />

it will feel like to experience the game, cf. Adams and Rollings (2006:38).<br />

In an article about pervasive game design, this author has listed a number of questions<br />

that illuminate core challenges in considering the player dimension of playspace<br />

at the beginning of a project, even before a design idea has come into being:<br />

● Who is the player? What is the typical player’s background? How would<br />

you describe the player – as a competitor, a contemplator, a strategist, a<br />

socializer, etc.? What kind of medial and technological expertise does the<br />

player bring to the game?<br />

● What are the player’s primary and secondary activities before, during,<br />

and after the expected game situation? What are the player’s motives for<br />

being where he or she is and doing what he or she does outside of the<br />

game? How will the game change this?<br />

● What are potential concerns the player may have with regards to<br />

playing? What is the player’s “gameness,” including allotted time, budget,<br />

theatricality, and constraints?<br />

● (When) Does the player have company?<br />

● Where is the player, and how does he or she move about? At what pace?<br />

What is the activity space of the player in his or her current location?<br />

(Walz 2007:106).<br />

Two historical roots of player-centrism in digital games will be briefl y outlined in the next<br />

two sections. Understanding these roots is a prerequisite to refl ecting on the role of<br />

participatory design in architecturally-framed play, as we will see in the last subsection<br />

of the player dimension discussion.<br />

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2.2. Human-<strong>Center</strong>ed Design and Situated Acti on<br />

The concept of player-centered design emerged in conjunction with the concept of a<br />

“user-centered” approach to design (Norman and Draper 1986). Today, user-centered<br />

design is commonly referred to as a human-centered design approach and appears<br />

frequently in interactive system design. Both human-computer interaction experts and<br />

game designers have long recognized that human-computer interfaces and interactions<br />

should be designed iteratively (Buxton and Sniderman 1980; Nielsen 1993; Gould and<br />

Lewis 1985; Adams and Rollings 2006; Fullerton 2008) because the requirements for an<br />

interactive system cannot be completely specifi ed at the beginning of the lifecycle (Dix<br />

et al. 1998). Instead, designs need to be prototyped and tested by actual participants or<br />

players so that any false assumptions or unforeseen problems will be revealed. These<br />

problems can then be corrected in the next iteration of the prototype, which should then<br />

again be tested to ensure that the problems are truly resolved.<br />

The player-centric and human-centered approach are complemented by the concept of<br />

“situated action.” Together, they have shown empirically that we can only understand<br />

human action as the result of a social situation and thus through the subjectiveness<br />

of the experience of that situation. This applies to human-machine communication as<br />

well. In her book Plans and Situated Action (Suchman 1987), Lucy Suchman develops<br />

a human-computer interaction theory that takes into account results from cognitive<br />

science research and Suchman’s own experimental work – including, for example, her<br />

studies of and designs for Xerox machine interfaces. In the book, Suchman rejects<br />

the view that action is pre-planned and argues instead that plans for acting towards a<br />

situation can be seen as resources. Suchman shows that people act not prescriptively,<br />

but according to social and material contexts – that in fact, their actions are entirely<br />

infl uenced by their situational contexts. Behavior can thus be described as “situated<br />

action.” Machines, then, are not just “things,” but rather co-creators of this situatedness


(1987:55ff.). Building on Suchman, Reeves and Nass (1996) conducted empirical<br />

experiments that popularized the notion that people treat computers, television, and<br />

other media as if they were “real” people and “real” environments, taking for granted<br />

that which a given medium conveys. In other words, the notion that media have become<br />

indistinguishable from real life:<br />

Media are treated politely, they can invade our body space, they<br />

can have personalities that match our own, they can be a teammate,<br />

and they can elicit gender stereotypes. Media can evoke emotional<br />

responses, demand attention, threaten us, infl uence memories, and<br />

change ideas of what is natural. Media are full participants in our<br />

social and natural world (Reeves and Nass 1996:251).<br />

Stanford University researcher BJ Fogg – who studied under Nass and Reeves – has<br />

taken this kind of research even further. In the context of researching and developing<br />

persuasive technologies, Fogg more precisely categorizes how people respond to<br />

virtually all computing products: “Interactive technologies can operate in three basic<br />

ways: as tools, as media, and as social actors” (Fogg 2003:22).<br />

Both Suchman, Reeves and Nass, and Fogg have empirically demonstrated that<br />

to a given audience, a medium or communicative properties of this medium are not<br />

perceived, say, on a physical-virtual continuum (“More virtual” – “Less virtual”), but<br />

rather in a straightforward situated fashion. In addition, all three parties recommend<br />

that designers take these phenomena into account during their design processes.<br />

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2.3. Conclusion: The Player in Architecture<br />

The player is central to designing an enjoyable ludic activity. The player is also<br />

central to understanding the role of play outside of a particular situation. The player<br />

dimension of an architecturally-framed notion of play underlines the humanity of play<br />

and challenges architects’ thinking about play to include participatory design methods<br />

into their repertoire.<br />

Beginning in the 1920s, when increasing urbanization of Western society spawned the<br />

systematic research and development of modern design, modernists like Theo van<br />

Doesborg of the Dutch art and architecture group De Stijl began calling for a system<br />

of art and design based on rationality and objectivity (cf. Cross 2007:41), and architect<br />

Le Corbusier proposed that a house is an objectively-designed “machine for living”<br />

(ibid.). Cross: “[In De Stijl and Le Corbusier’s philosophies], and throughout much of<br />

the Modernist Movement, we see a desire to produce works of art and design based on<br />

objectivity and rationality; that is: on the values of science” (ibid.).<br />

Yet, this spirit of merely rationalizing the player is slowly changing. Since the 1970s,<br />

several approaches have demonstrated how architecture and urbanism can profi t from<br />

participatory design thereby creating a new kind of proximity between people and the<br />

built environment. Recent examples include:<br />

● The Kaisersrot7 research and software developed at the ETH Zurich,<br />

which integrates the computer as a “consensus-machine” that generates<br />

and optimizes design solutions for both individual buildings and largescale<br />

urban design, processing stakeholder wish lists so that an equilibrial<br />

state is reached (Lehnerer 2007).<br />

7 Cf. www.kaisersrot.com


● When used for participatory city planning, “scenario games” in the<br />

spirit of Buckminster Fuller’s World Game can contribute to successful<br />

placemaking as well as increase awareness for environmental hazards<br />

(Bunschoten 2007).<br />

● Rule-based, participatory urban planning implies “a partial loss of<br />

authorship” for architects and urban planners, but gives individuals<br />

more freedom to choose and infl uence sites (Christiaanse and Lehnerer<br />

2007:373).<br />

As the built environment becomes increasingly computationally equipped, the player<br />

dimension of playspace will become more and more important for architectural design.<br />

Designers should always be aware that they never design the actual player experience,<br />

only the framework wherein that experience will take place.<br />

3. The Modality Dimension<br />

As a human activity, the act of playing is naturally subjective. Even in the virtual world<br />

of God of War (Sony Computer <strong>Entertainment</strong> 2005), the player “is” the player-avatar<br />

Kratos, though really, he or she is only being represented by a graphical and animated<br />

fi gure. Peter Vorderer has summed up this duality of subjective representation, fi nding<br />

that games – and video games in particular – synthesize entertainment media and toys,<br />

placing the player in the role of witness on the one hand, and the role of participant on<br />

the other (Vorderer 2000:30f.).<br />

Although we introduced player-centrism as a guiding design and analytical principle<br />

in the last section, it is still necessary to differentiate player-centrism into several<br />

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modalities of playspace representation. This becomes particularly important when we<br />

consider the advent of pervasive games, which ubiquitously superimpose physical<br />

space with interactable computer-generated interfaces and content.<br />

Inspired by virtual-world design pioneer Richard Bartle (2004), we assume the following<br />

modalities:<br />

● Physical: Players, spaces, and objects that are material.<br />

● Imaginary: That which is not material.<br />

● Virtual: That which is not material but has the form or effect of that which<br />

is material.<br />

From this model, we can deduce that “Virtual worlds are places where the imaginary<br />

meets the real” (Bartle 2004:1). Virtual worlds are implemented by a computer – or<br />

a network of computers – “that simulates an environment” (Bartle 2004:1). In our<br />

reading, this notion of virtuality includes Web phenomena such as Websites. Pervasive<br />

– or, interchangeably, ubiquitous games – pervade virtuality so that play activities<br />

are (permanently) superimposed on the physical world. As a result, a new modality<br />

emerges, which we propose to describe as follows:<br />

● Hybrid: That which is not material but has the form or effect of that which<br />

is material mixed with that which is material to the extent that one can no<br />

longer be separated from the other without losing its form or intended or<br />

emerging effect.<br />

Using these modalities, we can say that a player plays in a physical, imaginary, virtual,<br />

or hybrid modality and thereby encapsulate the modality dimension of playspace. From<br />

the subjective perspective of the player, though, modality will not matter much as long<br />

as the player experience remains playful and unbroken.


4. The Kineti c Dimension<br />

The context in which we will discuss play in this subsection is that of movement; the goal is<br />

to show how play, movement, and rhythm interrelate and, based on this demonstration,<br />

to formulate a working defi nition. As mentioned above, this approach also attempts to<br />

demonstrate how play and architecture share the properties of movement and rhythm<br />

at their core. In order to do so, we will now discuss notions of movement and rhythm in<br />

architecture, after which we will take a look at an exemplary notion of movement and<br />

rhythm in a fi eld closely related to play – that is, dance – so that fi nally we can discuss<br />

at length the function of movement and rhythm in play itself.<br />

4.1. Noti ons of Movement and Rhythm<br />

in Architectural Theory<br />

By thinking of play in terms of movement and rhythm, we attempt to think of play<br />

architecturally as a rhythmic activity tied to and enabled by space and objects in space<br />

and itself a producer of space. We hypothesize that implicitly or explicitly, movement<br />

and rhythm appear across design ideologies in architectural theory and practice, can<br />

be considered to lie at the core of designing a built environment, and serve as a precondition<br />

for spatiality. In the following section, examples from contemporary and often<br />

confl icting architectural theories and practices will prove the truth of this hypothesis.<br />

These examples illustrate different ways that we can think about and defi ne movement<br />

and rhythm.<br />

In the Chartre d’Athènes directed at future architecture and urban planning students, Le<br />

Corbusier explains that “Architecture is volume and movement” (Le Corbusier 1962:28).<br />

In other words, we wander through architecture, and this modality of movement<br />

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determines how architecture is experienced. Movement places the visitor into positions<br />

and involves him or her in processes, guides views, enforces velocity, and presents<br />

or conceals parts of the whole. The way we move through a designed environment is<br />

responsible for our expectations of that environment. Thanks to material and immaterial<br />

emphases and the ordering of interior and exterior space, movement affects, shocks,<br />

or surprises us, reveals secrets, and, most importantly, asks us to actively participate<br />

in a space intellectually, physically, and relationally. Le Corbusier believed in dead<br />

architectures and living ones; the latter, he argued, present an interlinking of events –<br />

rhythms, i.e. pauses and tempi of space and light – that the visitor experiences. The<br />

result is that the visitor is affected by the space and interacts with it (1962:29f.).<br />

Fröbe (2004) fi nds that the described promenade architecturale is the central element<br />

in Le Corbusier’s architectural and urban designs, programming rhythm into the<br />

relationship between user and architecture – a play of volumes-in-light for the user, but<br />

also with the user. From Marxist and Situationist-related philosopher Henri Lefebvre<br />

(1991), we have learned to consider this enacted relationship between a human being<br />

and an architecture as more than a rhythmical program of movements without social or<br />

political connotation that assumed a universal human being void of ideology. Instead<br />

of treating space as a mere aesthetical category, Lefebvre proposes that there are<br />

different levels of space, ranging from crude, natural, “abstract space” to “social space,”<br />

the latter brought forth by the interaction between humans and their surrounding<br />

space (1991:26).<br />

Lefebvre suggests a tripartite constitution of this (fundamentally social) spatiality:<br />

the perceived material “spatial practice,” the conceived “representation of space,”<br />

and the “lived” spatiality of the representation itself, called “representational space”<br />

(1991:38f.). Lefebvre envisions to evaluate spatial practices with the help of “rhythm<br />

analysis” (1991:205), and to experiment with spatial practices rhythmically using the


spheres of music and dance. Consequentially, Lefebvre suggests the creation of a<br />

“rhythmanalysis” (sic!) discipline (Lefebvre 1996:219ff.), in which the city is analyzed<br />

through, for example, the rhythms created by bodies and their movements, daily<br />

sleep cycles, gestures, traffi c, exchanges, sounds, sudden events such as accidents,<br />

festivities, moods, seasons, weather, light and darkness, colors, smells, the presentabsent,<br />

tides, and waves.<br />

In a fabulous application of Lefebvrian theory to the ludic-landscapist realm of<br />

skateboarding, Borden (2001) investigates the movements of gyrating, gliding, rotating,<br />

miming, performing, declaiming, climbing, descending, and traversing as a particular<br />

“skateboarding-architecture” produced by and between skateboarder and skateboarding<br />

terrain. Citing Lefebvre, Borden concludes: “Like music and dance, skateboarding<br />

creates ‘repetitions and redundancies of rhythms’ and ‘symmetries and asymmetries’<br />

irreducible to analytic thought” (2001:113). To Borden, the interaction enacted by and<br />

between skateboarders and their terrain allows us to think of architecture “not as a<br />

thing but a fl ow” (Borden 2001:9).<br />

Borden thereby suggests that the physical concepts of movement and rhythm relate<br />

to the psychological concept of “fl ow” (Csíkszentmihályi 1975), which many consider<br />

to be at the core of gameplay situations capable of absorbing players (Chen 2007).<br />

Csíkszentmihályi’s understanding of fl ow includes activities designed to make optimal<br />

and, most importantly, enjoyable experiences easier to achieve. Flow-inducing activities<br />

such as ritual, play, dance, or art facilitate concentration and involvement by way<br />

of controllable rules, skill learning, attached goals, and feedback (Csíkszentmihályi<br />

1991:72) – the type of fl ow that results, we see, is more related to formalized, game-like<br />

activities than to playful activities. We will later return to the concept of fl ow in order to<br />

detail how fl ow is typically induced. Whereas the psychological state of fl ow is attached<br />

to a kind of deep absorption, architectural fl ow is based on the assumption that a certain<br />

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type of architecture can cause a rhythmic to-and-fro fl ow, which need not necessarily<br />

result in a psychological fl ow state. The psychological fl ow concept is thus not the only<br />

way to think about the relationship between player and play-other, particularly not in the<br />

context of more lightweight, less formalized play activities.<br />

Writing from a far more functionalistic and, like Le Corbusier’s, aesthetisizing standpoint,<br />

urban planning theorist Kevin Lynch (1960) concerns himself with the look of cities and<br />

the way they present themselves to their dwellers as coherent, visible, and clear –<br />

in total, as beautiful and highly “imageable.” Lynch suggests that certain large-scale<br />

design elements can heighten the city’s legibility and facilitate, for example, orientation.<br />

In Lynch’s view, the more easily a city can be read, the more beautiful it is. Lynch’s<br />

suggested design elements for achieving this “imageability” include clear, coherent,<br />

and visible “paths” (e.g. streets, canals, railroads), “edges” (walls, shores), “districts,”<br />

“nodes” (squares, street corner hangouts), and “landmarks” (points of reference such<br />

as towers and domes) (Lynch 1960:46ff.). This choice of elements refl ects Lynch’s<br />

belief that fundamentally, “a city is sensed in motion” (Lynch 1960:107).<br />

In a later work about the semantics of the city, What time is this Place?, Lynch (1972)<br />

investigates humans’ innate conception of time and how it relates to change and<br />

reoccurring events – i.e. naturally-generated rhythms such as sunrise and sunset as<br />

well as artifi cial city rhythms in an ever-changing urban landscape caused, for example,<br />

by catastrophe, building activities, or demolishing. Lynch fi nds that time and change<br />

create our sense of being alive, and that it is therefore crucial for time and change to<br />

be represented meaningfully in the urban landscape. Beyond the timely order created<br />

by watches, the rhythm of change must be celebrated and carefully planned – in<br />

prototyping environments, for example. Lynch’s core idea is thus the “architect of time”<br />

who enhances the legibility of time in the city by, for example, visibly layering materials<br />

from different eras, planning vegetation in the city, designing shadows that passersby


can watch move, or publicly displaying image and fi lm stock that documents change<br />

(1972:248ff.).<br />

In keeping with this metaphor of city rhythm, Rem Koolhaas – another, more<br />

contemporary European architect (and opponent of Le Corbusier) – glorifi es tempo<br />

and movement (Trüby 2003), but neither as means to create a relationship between<br />

a space and a user nor as means to achieve a Genius Loci, a holistic, site-specifi c,<br />

unique architectural characteristic. Rather, Koolhaas sees tempo and movement as<br />

expressions of globalization that assure constant change and the promise of (or excuse<br />

for) generic architectures without predefi ned programs (Koolhaas 2003). For Koolhaas<br />

and his concept of the Generic City, it is not only the rhythm of spatial impressions<br />

that defi nes architecture, but also the rapid rhythm of change that dictates how an<br />

urbanity should be designed so that it can accommodate both that change itself and<br />

the movements causing it.<br />

We can compare Koolhaas’ Hollywood-coulisse of the Generic City with Constant’s<br />

idealistic New Babylon, a Situationist and radical draft for a future city freed from<br />

utilitarian labor in an oncoming ludic age: “Completely covered, artifi cially climatized and<br />

lit, and raised high above the ground on huge columns. Inhabitants are given access<br />

to powerful, ambience-creating resources to construct their own spaces whenever and<br />

wherever they desire. Light, acoustics, color, ventilation, texture, temperature, and<br />

moisture are infi nitely variable. Movable fl oors, partitions, ramps, ladders, bridges, and<br />

stairs are used to construct veritable labyrinths of the most heterogeneous forms in<br />

which desires continuously interact” (Lootsma 2007). In the urban game New Babylon,<br />

the city’s very structure is subject to change and movement, and the Homo Ludens<br />

constantly adventures through this large-scale, inconsistent playground, always on<br />

the move.<br />

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One current and intriguing example of this vision of mobilizing architectural construction<br />

is architect David Fisher’s proposal for the Dynamic Towers, two high rise buildings<br />

– one in Dubai, the other in Moscow – made up of voice-controlled levels that selfrotate<br />

on a horizontal axis so that the building becomes its own power plant and a kind<br />

of housing toy: “When human and spatial form(s) relationships become interactive,<br />

Architecture comes alive” (Naos 2000).<br />

The architects and urban planners, theorists and practitioners cited above are motivated<br />

by contradictory design philosophies, but all acknowledge the key role of movement<br />

and rhythm in architecture and urban design – whether they understand these as the<br />

movement of the user in relation to the built environment, the movement of chance, or<br />

the habitual movement of structural play.<br />

We ourselves can clearly see how the consequences of the mobile age have rubbed<br />

off on architectural vocabulary – just think of airports, railways, the Autobahn, motels,<br />

car-friendly city planning and zoning, modular furniture, etc. Today, movement – or,<br />

metaphorically speaking, liquefaction8 – also impacts the architectural design process<br />

and building service and maintenance. The CAAD group at the ETH Zurich, for example,<br />

develops strategies and tools to overcome the container-space “dictate” by way of a<br />

total computerization and liquefaction of the architectural development and operation<br />

chain. Design drafts for buildings are programmed to achieve “individuality through<br />

movement” (Hovestadt 2006:78); CNC machines are employed to “print” pavilions; and<br />

networked, programmable structures and functions not only solve spatial composition<br />

problems, but also allow for emergent and adaptable (we can say: rhythmical) systems<br />

in architecture in building services, for example.<br />

8 In this context, cf. Asendorf (2004), who discusses movement and the concept of “liquid spatiality” in modern<br />

architecture.


The natures of movement and rhythm interrelate, as can be seen from the above<br />

examples, drawn from the fi elds of architecture and urban planning. They can occur<br />

relationally, aesthetically, topologically, navigationally, socially – in total: strategically. Yet<br />

although these philosophies are distinguishable as design rhetorics, we are proposing<br />

that all are implicitly or explicitly based on the following intrinsic assumptions:<br />

Architectural Movement<br />

Architectural movement is a relocation process of one or more subjects, objects,<br />

or spaces in space over time.<br />

Architectural Rhythm<br />

Architectural rhythm is the variation of measured movements in space<br />

over time.<br />

We have now outlined and defi ned how movement and rhythm are considered in<br />

architectural thinking and design, but before we examine notions of movement and<br />

rhythm in the study of play in greater detail, we will make a little excursion into a bridging<br />

fi eld that embodies, at a fundamental level, both movement and rhythm (see Lefebvre<br />

and Borden) and play: that is, dance.<br />

4.2. Noti ons of Movement and Rhythm<br />

in Dance Notati on<br />

Play can become a kind of dance. In fact, Huizinga (1987) argues that dance is a<br />

particular and particularly perfect form of play: both phenomena are identical in nature.<br />

Because this is the case, and because, Huizinga believes, when we mention play, we<br />

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somewhat imply dance, he neglects to explore the topic at greater depth (Huizinga<br />

1987:181). This is an unfortunate decision on the part of the pioneering game scholar,<br />

since a proper understanding of dance would certainly shed light onto the nature of play.<br />

Caillois, another giant of game studies, goes a little further, subsuming dance as a kind<br />

of play and holding that dancing represents a form of disorderly movement that causes<br />

pleasure (and giddiness) and that falls under the greater heading ilinx, play and games<br />

based on the pursuit of vertigo (Caillois 2001:25). More clearly than Huizinga, Caillois<br />

points at that which constitutes dance: movement. But what is our understanding of<br />

movement and rhythm in the study of dance and in and of themselves?<br />

Perhaps the most representative and movement-focused research approach is that<br />

of Kinetography Laban or Labanotation, a movement notation system similar to music<br />

notation that “indicate[s] the accurate rhythm of movement” (Hutchinson 1977:3). It is<br />

particularly intended for the fi eld of dance and generally aims to analyze and “record<br />

objectively the changes in the angles of the limbs, the paths in space, and the fl ow<br />

of energy [as well as] movement motivation and the subtle expression and quality”<br />

(1977:4).<br />

Labanotation – originally called Schrifttanz, i.e. scribe dance – is named after one<br />

of the founders of European Modern Dance and community dancing, the dancer,<br />

choreographer, and theoretician Rudolf Laban (1879-1958). Laban developed this visual<br />

recording system in the 1920s, distilling basic movements from existing movement<br />

sequences and translating these movements into a family of icons. Labanotation holds<br />

that movement is the result of the release of energy through a muscular response to an<br />

inner or outer stimulus that produces a visible result in time and space. Note that Laban’s<br />

notation does not record the initial stimulus or the exact muscular response; instead, the<br />

change produced by muscular action is recorded. This also includes resulting changes<br />

such as the placement of limbs in space-time, body shape, or inner body tensions that


accompany the initial change. Dance is thus understood as a language of expressive<br />

gestures. One way to notate movement using Labanotation is the Structural Form,<br />

which records the body and its parts, space (i.e. direction, level, distance, and degree<br />

of motion), time (i.e. meter and duration) and dynamics (i.e. quality or texture – like, for<br />

example, strong, heavy, elastic, accented, or emphasized).<br />

Note how Laban’s system assumes that the purpose of any action may be to relate to<br />

one’s own body, another person, an object, or a space (or part of space). The notion of<br />

rhythm, eventually, is linked to translating a basic recurrent beat or rhythmic pattern in<br />

music into physical action (1977:16). What does this mean in the context of play?<br />

Because computing technologies allow for the framing and constructing of motion, in<br />

real-time digital games, not only does the player prescribe the movements of the playeravatar<br />

(or, more generally speaking, the movements of the player-representation), but<br />

at the same time, the software program triggers player movements, detecting collision<br />

and scrutinizing whether or not the notational instructions are carried out in an orderly<br />

fashion. Refl ecting on Labanotation, Pias argues that in this context, we can think of<br />

gameplay as a kind of dance (2002:34). Based on Pias, but also on Laban, we can<br />

propose a more general and more dialectical way to look at play through the lens of<br />

dance. First, a stimulus – which can be a solo event, a beat, or a rhythmic pattern<br />

– provides the player with something to respond to or with which to synchronize; in<br />

response to this stimulus, the player enacts a movement. This movement (or rhythm)<br />

places the player in a novel relation to another player, an object, or a space, possibly<br />

triggering a response.<br />

Recently, Laban’s system has inspired other notational attempts. For example, in her<br />

German language doctoral dissertation, Gesche Joost (2006:65ff.) presents a visual<br />

notation system as an alternative analysis and information visualization method for<br />

a rhetorically oriented fi lm analysis, intended to serve both as a tool and a language<br />

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that transcends the composition of an opus. A notational system similar to that<br />

of Laban or Joost that would allow for the recording and even designing of play or<br />

gameplay has not yet been fully conceived, but will be an important topic in future game<br />

design research.<br />

Analyzing the relationship between bodily actions and the corresponding responses<br />

from technology in two Sony Eyetoy games for the Sony PlayStation 2, Loke et al.<br />

(2007) have applied, among other movement-interaction frameworks, the Structural<br />

Form in Labanotation according to Hutchinson and other specialists in the fi eld. Their<br />

contribution draws on the increasingly phenomenological philosophy in interaction<br />

design that all human actions, including cognitive acts, represent embodied action and<br />

that the bodily experience of movement is a way to access the world and objects in<br />

the world (2007:692). This stance of a “lived space,” of course, can be traced back<br />

to Lefebvre.<br />

The analysis of the two games – a martial arts game and a musical beat mimicking<br />

game – operationalized gameplay into four basic actions: (a) selection (a wave<br />

gesture movement); (b) striking a moving object against a fi xed target (a reach or<br />

fl ick movement); (c) striking a fi xed target (a slashing or punching movement); and<br />

(d) striking a moving target (a slashing, punching, slapping, or swatting movement).<br />

The authors found that the existing notation did not allow researchers to capture the<br />

“lived movement as performed through interaction with the Eyetoy interface” (Loke<br />

et al. 2007:700). Therefore, the authors extended the Structural Form to include<br />

interface aspects, differentiating body parts into Hands, Arms, Upper Body, Legs, and<br />

Support for the movement transcription. This extension makes it possible to transcribe<br />

gameplay performance in reference to what Labanotation classifi es as a “Dab” effort<br />

– a movement light in weight, direct in space, and sudden in time. For example, game<br />

events are represented alongside the body staff: a circle represents a fl ying CD that<br />

emerges from the center of the screen moving towards the upper right corner of the


screen. In particular with regard to pervasive games that increasingly involve physical<br />

body movements, Loke et al. demonstrate how to use Labanotation as an analysis tool<br />

and potential game design tool.<br />

Given our human ability to move and to both react to and create rhythm, the discussion<br />

of play as movement that follows will certainly resonate.<br />

4.3. Noti ons of Movement and Rhythm<br />

in the Investi gati on of Play<br />

In his time, German idealist philosopher Georg Wilhelm Friedrich Hegel, who was born<br />

in Stuttgart in 1770 and who studied – together with Schelling and Hölderlin – theology<br />

in Tübingen, developed a radically new form of logic: dialectic. Dialectic thinking<br />

embodies a speculative Denkbewegung – in English, a thinking movement. This<br />

movement begins when one thinks about something that exists. Then, from the starting<br />

point, a difference or ”other” emerges. The movement eventually manages to overcome<br />

this difference, thereby producing new knowledge and a new starting point. Hegel’s<br />

dialectic thus not only posits how opposites unite, but also attempts to explain the<br />

constitutive movement and process of all things, material and immaterial – of existence<br />

itself (Ludwig 1997). Hegel, we could say, is not only the philosopher of movement who<br />

interprets perfectly designed thinking in terms of movement and, conversely, moving in<br />

terms of thinking; rather, he is also the philosopher whose dialectical moving describes<br />

a kind of play – that is, a speculation between thesis and antithesis that culminates in<br />

the (temporary) fusion through movement of the two initial opposites in a moment of<br />

concrete universality (Mitscherling 1992).<br />

Such a philosophical investigation of play-movement could be criticized as either<br />

too esoteric or too speculative (though given Hegel’s understanding of speculative<br />

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philosophy, this would not so much be criticism as praise). Sutton-Smith would maybe<br />

dedicate a chapter to Hegel called, “Rhetorics of Idealism.” Hegel’s identifi cation of the<br />

special relationship between play and movement, however, only guided later thinking,<br />

helping to pave the path towards a seminal and phenomenological work dedicated to<br />

the study of games, play, and movement: F. J. J. Buytendijk’s Het spel van mensch<br />

en dier als openbaring van levensdriften (1932), published in German as Wesen und<br />

Sinn des Spieles (Buytendijk 1933). In the following paragraphs, the German language<br />

version is used to describe Buytendijk’s concepts.<br />

This theoretical work by the Dutch comparative psychological anthropologist presents<br />

a structural interpretation of children’s and animal’s play. Offering many behavioral<br />

examples, Buytendijk analyzes how both play and games dialectically transcend the<br />

opposition between player and play-other, which can take the form of another player,<br />

a plaything, or the environment. Note that this form of dialectical argumentation links<br />

Buytendijk to Hegel, although the former does not reference the latter. Buytendijk<br />

himself, though, is referenced by Johan Huinzga in the opening pages of Homo Ludens<br />

(Huizinga 1971:10).<br />

There, Huizinga criticizes Buytendijk for explaining play as a seconding vehicle that<br />

serves a biological purpose, arguing that this kind of theory fails to investigate the<br />

holistic nature of play and games, what and how they are, and what they mean to the<br />

player (1971:12). Given Huizinga’s general stance, this is certainly a valid judgment:<br />

Huizinga proposes that play and games interrelate with human culture, that they are,<br />

fundamentally, the base and factor of culture, fi nding their expression in myths and rituals,<br />

law and order, traffi c, handicraft and art, poetry, scholarship, and science (1971:13).<br />

Perhaps it is because of Huizinga’s unfavorable review – and the wide infl uence of<br />

Homo Ludens – that Buytendijk’s work appears to have never been properly translated<br />

into English and is seldom, if ever, cited by researchers.


The impression Huizinga gives us of Buytendijk is, however, to some extent misleading.<br />

Buytendijk does indeed ask: “What is play? What are games? And why do we play?”<br />

(Buytendijk 1933:9ff.). And in the foreword to the German translation of his work, Kurt<br />

Lewin, a leading modern pioneer of social psychology, underlines the work’s breadth of<br />

perspective; “weltmännisch,” Lewin calls it (Lewin 1933:8), in English, “urbane,” arguing<br />

that it attempts to explicate the general lineaments of play and games. Of course,<br />

Huizinga is right about Buytendijk’s biologistical argument, which mainly attempts to<br />

illustrate how play and games span human (child and adult) and animal behavior,<br />

connecting the two, and how play and games can be interpreted psychologically and<br />

anthropologically as expressions of life drives in both humans and animals. Huizinga<br />

dismisses this framework as common knowledge (Huizinga 1971:11). But like Huizinga,<br />

Buytendijk understands “man as player” from childhood to adulthood, always seeking to<br />

understand play as passively expecting or actively seeking luck in life (see a late article<br />

by Buytendijk that appeared in the architectural magazine Deutsches Architektenblatt,<br />

in which he examines the meaning of play and games (Buytendijk 1995)). Yet, for<br />

Buytendijk, the “primitive” play and the rule-based game both pursue fi ctional, “as-if”<br />

purposes (Buytendijk 1933:159).<br />

That Kurt Lewin wrote the foreword to the German translation of Buytendijk’s book<br />

is not a coincidence; before we proceed with a presentation of Buytendijk’s work,<br />

we must fi rst make a small digression to introduce Lewin’s relevant ideas and briefl y<br />

trace the history of their reception. This will allow us to better appreciate the impact of<br />

Buytendijk’s theory of play and games and the concept of movement therein.<br />

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4.4. Excursus: Movement by Valence<br />

and Aff ordance<br />

Kurt Lewin’s early work – the portion on which we will concentrate – is concerned<br />

with the stimulative nature of objects and environments in relation to a subject. In the<br />

1930s, Lewin tried to develop a formal, non-mathematical heuristic for psychology.<br />

The foundations for this language were presented in English in his book Principles<br />

of Topological Psychology (Lewin 1936), the fi rst in a series of works dedicated to<br />

explaining the situational behavior of a person in terms of the forces (or vectors) acting<br />

on him or her. Five years earlier, however – that is, two years before Buytendijk published<br />

Wesen und Sinn des Spiels in German – Lewin had already published (in German)<br />

several major ideas inspired by his experiments with children, cf. Lewin (1931/1982).<br />

Lewin’s central idea from this time is best paraphrased (and best known) as Lewin’s<br />

Formula, a highly infl uential principle in perception and design-oriented areas of the<br />

social sciences:<br />

B=ƒ(P,E)<br />

where Behavior is a function of the Person and the Environment. Basically, Lewin’s<br />

formula is an approach to explaining the attractiveness of spaces or objects for<br />

motivating behavior in an individual. Lewin’s formula builds on the assumption that any<br />

given situation models a “force fi eld” in which forces – functional possibilities caused<br />

by people, objects, or spaces – act upon an individual from different directions and with<br />

different intensities while, at the same time, the individual acts back. To describe a single<br />

defi ning force in such situations, Lewin introduced the term “Aufforderungscharakter,”<br />

or “stimulative nature,” usually referred to simply as “valence.”


Valence addresses the phenomenon that properties of objects or environments are<br />

either positively or negatively motivating actions and that thereby, objects – including<br />

toys, the topic of Lewin’s research at the time – and environments trigger movement<br />

and determine the direction of behavior in any individual (Lewin 1931/1982:177). The<br />

valence of objects and environments can be attractive or repulsive to a person, thereby<br />

determining situational movement – for example, reaching for a toy or climbing onto<br />

something (ibid.). On a larger scale, valence also causes locomotion from region to<br />

region within a fi eld or from one fi eld to another. In all cases, valence adheres to an<br />

individual’s wants and condition. To describe the sum of force fi elds in a person’s life,<br />

Lewin later introduced the term “hodological space.” This space can be expressed in<br />

the form of a psychologically defi ned topology in which paths and vectors between fi elds<br />

represent not the shortest paths, but the paths of least resistance (Lewin 1982:66f.).<br />

Note that the concept of the stimulative nature of objects and environments was also<br />

the inspiration for Gibson’s “theory of affordances” (Gibson 1977), which we mention<br />

here to demonstrate the historical evolution from Lewin to today. Yet in this work, we<br />

will focus more on Lewin’s valence theory.<br />

Using the neologism “affordance,” Gibson explains that physical objects and<br />

environments have latent and objectively measurable “action possibilities” that allow<br />

and animate – i.e. “afford” – an agent to perform an action. Affordances, then, can be<br />

thought of as natural relationships between an agent and the world. Action possibilities,<br />

then, depend on the agent’s ability to recognize these affordances and carry them<br />

out. Note that Gibson’s reading of allowance implies that an object or an environment<br />

can become actionable in virtually every way the agent wants it to and is capable of<br />

making it. For example, a soccer ball can be rolled or kicked, but also sat on or used<br />

for something less obvious. This plethora of possible relationships between agent and<br />

object or environment underlines that in Gibson’s reading, an affordance need not<br />

be visible.<br />

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This kind of natural, objective, and visually-based possibility of interactions between an<br />

agent and an object’s or an environment’s gestalt, surfaces, colors, layout, or textures<br />

differs from a second, widely popular approach to the principle of affordance. Norman<br />

(1990), in a designerly publication, limits action possibilities to an affordance that is<br />

easily discoverable by an individual. Such an affordance “suggests” an activity and,<br />

according to Norman, can thus be considered “good” design.<br />

The difference between these two understandings of affordance, although not explicitly<br />

stated, can be seen in the Affordance entry in the Universal Principles of Design.<br />

There, Lidwell/Holden/Butler (2003:20) offer the example of round wheels being more<br />

conducive to rolling than square ones and of a door handle affording pulling in that it<br />

suggests the act of pulling, by the way of form factor, position on the door etc. Whereas<br />

in product design, the designer works with physical objects such as door handles that<br />

can have both actionable possibilities and perceived affordances, in screen-based<br />

design, designers needs to make sure that “clicking on [the] object is a meaningful,<br />

useful action, with a known outcome” (Norman 1999:40).<br />

In addition to the principle of perceivable affordance, as exemplifi ed with the door<br />

handle, further design principles for so called “user-centered design” (a term coined by<br />

Norman 1990) include the following:<br />

● providing a good conceptual model for the participant, featuring a<br />

consistent presentation of operations and results and a consistent<br />

system image geared towards the goal of assuring understandability and<br />

coherence of design;<br />

● making things visible;<br />

● designing good mappings so that the individual can determine the<br />

relationship between actions and results;


● providing feedback for the participant concerning the results of actions<br />

(Norman 1990:52ff.).<br />

Norman’s work has become a major textbook in the disciplines of human-computer<br />

interaction as well as in interaction, graphical, and industrial design. His concept of<br />

discoverable affordance has, in other words, become commonplace and well-loved for<br />

the way it stresses understanding the participant’s goals, plans, values, beliefs, prior<br />

experiences, and embeddedness as a kind of ecology that can assist in motivating an<br />

agent to interact with an object or an environment (Gibson 1979).<br />

In his philosophical quest to discover a way to create the ideal of an experienced<br />

serendipitous space for each individual through dwelling, Otto Bollnow (1963)<br />

demonstrates Lewin’s importance for architectural building. Bollnow extends Lewin’s<br />

hodological space, which focuses on paths, with the concept of an activity space<br />

experienced by the individual via walking paths, a totality of nodes, and, ultimately,<br />

human hands that enable the individual to hold on to and grab objects in space<br />

(1963:202ff.). This activity space, Bollnow reasons, requires “leeway,” 9 (1963:210ff.)<br />

which designers must grant – for only when they do, and man settles in a space to truly<br />

dwell in it, trusting both in the building and in the greater context, can “true living” be<br />

achieved (1963:310).<br />

This brief digression demonstrates how Lewin’s legacy can be traced not only<br />

in psychological disciplines, but also in the context of mediated interactions and<br />

in architectural theory. It also provides a rough-and-ready preparation for better<br />

understanding the relationship of games and space and the impact of Buytendijk’s<br />

concepts, some of which we consider cardinal for the study and the design of games.<br />

Time and again, we will refer to Lewin and the stimulative nature of objects and<br />

9 Note that in the German language original, Bollnow uses the term “Spielraum,” meaning “play space” or “play.”<br />

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environments discussed above. And now, we will end our digression and proceed to<br />

introduce Buytendijk’s ideas.<br />

4.5. Play as Movement and Putt y between Player,<br />

Object, and Environment<br />

Based on extensive observation of both children and adults as well as young animals,<br />

Buytendijk infers that all play and all games are executed through movements. These<br />

movements, he further contends, represent not only a means to an end, but also a<br />

substantial component of the ludic activity and as such, can be both “real” and “virtual”<br />

(Buytendijk 1933:62).<br />

To illustrate this, Buytendijk discusses the game of chess, which seems to be void<br />

of physical, or “real” body movement, and instead features “virtual” movements<br />

(1933:63f.). This view roughly coincides with the defi nition presented at the beginning<br />

of this book, which, in accordance with Bartle (2004), defi ned the “real” as that which<br />

is, the ”imaginary” as that which is not, and the ”virtual” as that which is not real, yet<br />

has the effect or form of something that is real. According to Buytendijk, the movement<br />

of the chess fi gure is not actually a physical movement of the body, although it could<br />

be argued that moving one’s arm, hand, and fi ngers does, in fact, constitute physical<br />

movements. But for Buytendijk, the movement in chess is symbolic and, in being<br />

symbolic, virtual: the chess pieces symbolize a real king, a real queen, a real battlefi eld,<br />

etc. Although chess is a board game and, as such, not implemented by a computer, it<br />

is nonetheless a virtual game that simulates an environment.<br />

In order for play and/or a game to take place, there must be movement. This movement<br />

has its roots in Bewegungsdrang – in English, an urge for movement (roughly, motor<br />

activity) – composed of two related phenomena: liking to move and needing to move’


(1933:67). Buytendijk identifi es qualities of these movements, the most important of<br />

which follow:<br />

● All play is play with something or someone, and togetherness takes place<br />

through movement (1933:44). Without an entity to play with (including<br />

oneself), there is no movement and no play.<br />

● The dynamic of all play is created through the balanced alternation<br />

between tension and termination (Lösung, or solution) (1933:122).<br />

● The dynamic of play has its roots in surprise – that is, the “wayward<br />

variety” (1933:115) of the entity against or with whom the player plays.<br />

Play means not only that a person plays with something, but also that<br />

something plays with that person (1933:117).<br />

● In order for play to take place (through movement), there must be<br />

repetitive Hin und Her, to-and-fro, between player and play-other<br />

(1933:70). The nature of play, then, is rhythmic. That is: play comprises<br />

ordered measurable movements between player and plaything. This toand-fro<br />

can take place, for example, within the player; or between a chess<br />

player and chess fi gure; or between a soccer player and soccer ball; or<br />

between lovers. Qualities of movement include, for example, intensity,<br />

pace, proportion, and pattern, taking place during the amplitude between<br />

tension and termination (1933:particularly pages 62ff. and 114ff.). In<br />

consideration of our earlier discussion about movement and rhythm in<br />

architecture and dance, we can state, then, that play and dance are<br />

related by rhythm, and that through rhythm, interaction unfolds, like a<br />

dance between two entities. Buytendijk himself considers dance to relate<br />

to play in that both feature rhythmic movements, but argues that dance,<br />

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48<br />

like swinging and oscillating, is far more rhythmically explicit in the way<br />

that its tension and termination are organized (1933:120).<br />

● Play occurs through an internal drive that seeks deliverance and/or is<br />

triggered by allurements in the play-other (1933:100) – that is, “juvenile<br />

dynamics” (Buytendijk 1933:114ff.). The desire for environmental and<br />

object attachment (1933:146) explains why play takes place in the fi rst<br />

place. Rule-based play consolidates play-movements so that games<br />

become more ordered – become, so to speak, “adulted” play (1933:151f.).<br />

● Every type of play requires some kind of playing fi eld, and many types of<br />

play entail play rules (1933:118).<br />

● The playing fi eld defi nes the outer borders of the dynamic to-and-fro of<br />

play and constrains the movements spatio-temporally (1933:118f.). Note<br />

how this concept of the playing fi eld mirrors the concept of the magic<br />

circle put forth by Salen and Zimmerman (2004), who borrowed the term<br />

from Huizinga (1971) and adjusted it to their needs of their argument.<br />

● Play rules are the virtual inner borders of the to-and-fro that defi ne what<br />

cannot happen during play (as opposed to defi ning what has to happen)<br />

(Buytendijk 1933:119).<br />

Even if we do not accept the basis of Buytendijk’s argument because it seems all<br />

too biologistical, and even if many of his assertions are tied to the study of child and<br />

animal play, following the communicative strategy of a “progress rhetoric” (Sutton-<br />

Smith1997:42), the qualities of play he lists, taken by themselves, are inspiring and<br />

contribute signifi cantly to the contemporary (English-language) discourse in game<br />

studies and game design, which has always overlooked Buytendijk, the “other” Dutch<br />

pioneer.


Bearing Buytendijk in mind, as well as our discussion of movement and rhythm in<br />

architecture and dance notation, we can think of play as an activity tied to movement<br />

in which we react to rhythm and strive to act rhythmically. This notion is quite similar<br />

to the argument that regardless of whether interacting with toy, puzzle, or game, a<br />

player strives to recognize and master patterns because “Once we see a pattern, we<br />

delight in tracing it and in seeing it reoccur” (Koster 2005:27). If Koster is correct in<br />

saying that “Fun in games arises out of mastery. It arises out of comprehension. It is<br />

the act of solving puzzles that makes games fun. In other words, with games, learning<br />

is the drug” (Koster 2005:40), then we can elaborate on Buytendijk’s work and say that<br />

playing is a fi ctional practice.<br />

4.6. A Kineti cist Defi niti on of Play<br />

Let us reconsider the widely cited defi nition that “play is free movement within a more rigid<br />

structure” (Salen and Zimmerman 2004:304) now that we have examined Buytendijk’s<br />

observations and discussed movement and rhythm in the preceding subsections. Is the<br />

defi nition valid for our attempt to present an architecturally framed defi nition of play?<br />

We propose an alternative view, for which we borrow some of Buytendikj’s concepts,<br />

sans biologism and drive argumentation. From Lewin, we borrow the idea of valence.<br />

And from architecture and dance notation, we borrow the understanding that movement<br />

always implies a relation to a particular space, and that in play, it is subject to a possible<br />

rhythmization.<br />

To prepare for our defi nition, we will fi rst discuss the special role of movement in the<br />

context of play, following which we will discuss the formal nature of play rhythm.<br />

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4.6.1. Play-Movement<br />

In order to strictly differentiate the term “movement” from the concept of “playmovement,”<br />

we will henceforth refer to the latter as “kinesis”, derived from the Greek “<br />

”, meaning movement or motion. Let us look briefl y at two alternative uses of<br />

the term.<br />

In physics, objects – such as a soccer ball that has been kicked – have extra energy<br />

when in motion. This type of energy is called kinetic energy. It is a physical quantity and<br />

a function of velocity co-located with the object; it depends both on the inner nature of<br />

the object and the relationship between object and so-called inertial frame of reference.<br />

Our soccer ball, in other words, is subject to gravity, and when kicked, kinetic energy<br />

changes the gravitational fi eld of the ball. In cell biology, the term kinesis denotes the<br />

non-directional movement or the illusion of directed movement of a cell or an organism<br />

in response to a stimulus like, for example, temperature or humidity; it can also denote<br />

a change of activity in that cell or that organism.<br />

In play and the study of play as proposed herein, kinesis refers to all movements,<br />

physical or virtual, that a player enacts to relate to a play-other, i.e. another player,<br />

a play object, or a play space. Without a play-other, there is no kinesis, and without<br />

kinesis, there is no play relationship. At its core, kinesis is a spatial activity because<br />

all play-movements imply space. And as opposed to a mere movement, a playmovement<br />

is always an attempt to relate to someone or something else. Kinesis thus<br />

comprises, for example, pointing, fl icking, grabbing, holding, clicking, dragging, pulling,<br />

pushing, punching, constructing, maneuvering, walking, running, jumping, stretching,<br />

sneaking, ducking, climbing, rotating, aiming, kicking, hitting, combating, assisting,<br />

and cooperating, as well as more verbal movements such as trading, bidding, bluffi ng,<br />

negotiating, and, always, imagining.


Unlike creative media such as books or fi lms, digital environments represent space<br />

that we can move through: “The computer’s spatial quality is created by the interactive<br />

process of navigation” (Murray 1997:80). We believe that movement is indeed a<br />

central feature of play as a human practice in space that makes it possible to think of<br />

play and digital environments such as computer games as being constituted through<br />

relational movements.<br />

4.6.2. Play Rhythm<br />

Play rhythm can come into existence via kinetic interactions between player and playother.<br />

In certain cases, the player adjusts to an outer rhythm. Note that the concept of<br />

play rhythm differs from the concept of valence. Valence describes positive or negative<br />

stimuli. A rhythm describes the process of to-and-fro kinesis between player and<br />

play-other.<br />

In our earlier discussion of movement and rhythm we proposed to detail general rhythm<br />

types from the point of view of the player. Play rhythmic types, then, indicate how the<br />

play rhythm comes about formally, not motivationally. Play rhythmic types express the<br />

general play rhythmic relationship between a player and a play-other. We can divide<br />

this relationship into the following types:<br />

● Self-created rhythm: A player creates a sequence of measured<br />

movements over time (for example, whistling).<br />

● Co-created rhythm: Together with another person, an object, or a space,<br />

a player jointly creates measured movements over time (for example,<br />

fi nger wrestling, playing the piano, playing ball).<br />

● Extrinsic rhythm: A player, an object, or a space creates or exhibits<br />

measured movements over time (for example, a beat, a pumping, an<br />

opening/closing, a landscape for skateboarding).<br />

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52<br />

Play rhythm types are not mutually exclusive and can intermix during play, when,<br />

for example, an extrinsic rhythm becomes the basis for co-created play rhythm.<br />

Extrinsic rhythms in particular can be either proposed (the player volunteers to adjust<br />

movements to a sequence of measured movements) or imposed (the player is forced<br />

to adjust movements to a sequence of measured movements). For example, in the<br />

videogame Rock Band (2007), the player is forced to adjust movements to a sequence<br />

of measured movements imposed by the bundled play-object of the console, controller,<br />

and display. The difference between proposed and imposed play can be traced in the<br />

ways that game rules tightly structure kinesis, creating predetermined gameplay (so<br />

called “hard rails”) or non-linear gameplay. Jenkins and Squire describe how in the<br />

3D platforming game Rayman 2 (1999), caverns, bridges, tunnels, paths, and ledges<br />

have been designed as “narrative rationales for various constraints on our movement”<br />

(Jenkins and Squire (2002:69), imposing the rhythm of spatial exploration. In the case<br />

of imposed play rhythms, the tension and termination amplitude will tend to match the<br />

waveform of the play rhythm.<br />

Kinetic to-and-fro and play rhythm can emerge in player-player interactions, like the<br />

jump interaction between two of the author’s students from Tsinghua University’s<br />

Academy for Art and Design in Beijing, who demonstrate a childhood activity during a<br />

pervasive game design workshop. See Figure 3.


Figure 3<br />

Kinesis among participants in a pervasive<br />

game design workshop conducted<br />

by the author at Tsinghua University in<br />

Beijing in 2007.<br />

Play rhythm can also emerge from kinesis between an individual and an environment.<br />

In the SimCity series (since 1989), for example, the player, like a child sitting crosslegged<br />

in a sandbox, is either “attempting to build a city like the one on the [game]<br />

box or actively destroying a successful town with one of the game’s built-in disasters”<br />

(Thomas 2007b:211). Alternatively, play rhythm can emerge from kinesis between the<br />

player and an object. This is the case in all toy-play, and in the way children learn to<br />

interact with the world by playing (see Oerter (1999)).<br />

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PLAYSPACE<br />

54<br />

Play rhythm in games can also emerge from interactions between space and space.<br />

Consider, for example, the Nintendo GameCube and Nintendo DS game Animal<br />

Crossing (2002), in which “the gameworld is synched to the console calendar and clock<br />

so that events in the game occur simultaneously with events in the real world, including<br />

major holidays, weather, seasons and the transition between night and day” (Kelley<br />

2007a:180). Physical toy objects such as Sony’s robotic dog Aizo react to the player’s<br />

kinesis of stroking, but also interacts with its environs in that, for example, it perfectly<br />

navigates alongside house walls, never walking into them.<br />

Eventually, play dynamic is created from the way that play rhythm relates to the<br />

amplitude of tension and termination. In the Rock Band predecessor game Guitar Hero<br />

(2005), the player must tap buttons on a guitar-neck-like controller along to the rhythm<br />

of a song represented by dots on “guitar string” lanes. Playing a song thus becomes<br />

paying attention to the play rhythm. In this case, the external play rhythm matches the<br />

tension and termination amplitude between the buttons, the tension and termination<br />

amplitude defi ned by the song length, and, fi nally, the smaller (amplitudinal) portions of<br />

the song, such as verse, chorus, and bridge parts.<br />

In a fi rst-person shooter, eliminating a rapidly approaching enemy bot requires playrhythmically<br />

fi ring bullets, understanding the play-rhythmic movements of the bot, and<br />

many other kinetic factors, but differs from the overall tension and termination amplitude<br />

created by the bot. The overall spawning frequency of bots as well as their distribution<br />

in relation to the spatial layout of the game map, however, creates a play rhythm closer<br />

to the tension and termination amplitude.<br />

The kinetic processes described above explain how play rhythms are formed. Let us<br />

now look at how these formations can be organized alongside the concepts of player,<br />

space, and object. If we take space to mean any type of medium, there is a correlation<br />

between this three tier model of player-space-object and human-computer interaction


esearch that empirically investigates how people use or respond to virtually any<br />

computing product: “Interactive technologies can operate in three basic ways: as tools,<br />

as media, and as social actors” (Fogg 2003:22). Fogg’s research is a continuation of<br />

the widespread notion that people treat computers like real people, real places, and<br />

real objects (Reeves and Nass 1996). Reversing the quotation, we can assert that<br />

tool, media, and social actor are the fundamental categories into which we can classify<br />

play rhythm.<br />

Such an elementary fi rst-order scheme for play rhythm agency has been organized<br />

in Table 1. Note that the arrows express the kinesis between player and play-other:<br />

The arrows visualize kinesis, which in turn output kinesis from the play-other. For the<br />

purposes of this table, player A plays by herself or himself, engaging, for example,<br />

in an intellectual play activity. Meanwhile, player B plays with herself or himself or<br />

with an object or space. The table, in other words, understands spectatorship as a<br />

play pleasure.<br />

Player A Player B Space Object<br />

Player A Player A Player A Player A Player B Player A Space Player A Object<br />

Player B Player B Player A Player B Player B Player B Space Player B Object<br />

Space Space Player A Space Player B Space Space Space Object<br />

Object Object Player A Object Player A Object Space Object Object<br />

Table 1<br />

An elementary first-order scheme for play rhythm agency.<br />

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56<br />

Our concept of play rhythm relates to the notion of interactivity in games and play.<br />

Sellers (2006), for example, describes interactivity in the context of soft- and hardware:<br />

A computer program (or any other device) can be said to be interactive<br />

if it: presents state information to the user, enables the user to take<br />

action indirectly related to that state, changes state based on the user’s<br />

action, and displays that new state. (2006:13)<br />

From a less computer-centric, more ludic perspective, Salen and Zimmerman argue<br />

that play implies interactivity in that playing is interacting: when someone plays with<br />

someone or something, he or she inherently interacts with that other person or thing10 (Salen and Zimmerman 2004:58). Based on this assertion, we propose looking at<br />

interactivity in play as the potential for a play rhythm.<br />

Our fi rst-order play rhythm matrix can be extended into n-order play rhythms matrices.<br />

For example, in order to interact with an object, another object may be needed. Figure<br />

4 shows a dear colleague at an arcade, playing a high-striker attraction called King of<br />

the Hammer, teaming up with a giant plastic mallet object to strike King of Hammer’s<br />

rubber padded lever object. This situation can serve as an example of second order<br />

interactivity.<br />

10 Although often defi ned, interactivity is an ambiguous term whose exact meaning can be hard to capture; a<br />

comparison of the very different defi nitions that have been offered over time reveals as much. In the groundbreaking<br />

German book Interaktivität. Ein transdisziplinärer Schlüsselbegriff, edited by Leggewie and Bieber<br />

(2004), researchers from diverse backgrounds discuss the concept from their individual scholarly perspectives,<br />

which range from the anthropological to the psychological. By comparing the book contributions, Leggewie and<br />

Bieber fi nd that the term itself is fuzzy, yet profound, varying in defi nition and usage from article to article.<br />

Although their book reveals a lack of defi nitorial grip, Leggewie and Bieber identify three key terms which appear<br />

throughout the contributions and which can function as interactivity’s begriffl iche Objektträger (2004:14), in<br />

English, conceptual slide (Raum, Körper und Interface (ibid.), in English, Space, Body, and Interface (translated<br />

by spw)). Note how the three conceptual lenses of player, space, and object correspond with the differentiations<br />

we have identifi ed in our discussion of movement and rhythm in architectural theory, in dance notation, and in the<br />

section dedicated to the notion of play-as-movement and to-and-fro between player and play-other as proposed<br />

by Buytendijk.


Figure 4<br />

An exemplary possibility of second<br />

order interactivity: A player in action<br />

at a high striker attraction, using a<br />

plastic mallet to strike the rubber<br />

padded lever.<br />

Let us abstract the concept of<br />

a second-order play rhythm<br />

(which we can then also use<br />

to represent any n-order play<br />

rhythm) so that we can work with<br />

it in design processes. Consider<br />

a hypothetical case in which<br />

a player plays with an object through another player: i.e. Player Player Object.<br />

This could be the case in, say, a role-playing multi-player game in which player 1,<br />

called Tinuviel, asks player 2, Ragnar, to please pick up a healing potion on her behalf<br />

because Tinuviel’s inventory is overfi lled. To render our notation more exact, we would<br />

need the following:<br />

S = Space<br />

P = Player<br />

O = Object<br />

p = physical<br />

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58<br />

v = virtual<br />

= kinesis<br />

where<br />

S1 (p) P1 (p) O1 (p) S (v) P1 (v) P2 (v) O2 (p) P2<br />

(p) O2 (p) S (v) P2 (v) O3 (v).<br />

Read aloud, this sequence expresses that over time in a physical space 1 (a living<br />

room), a physical player 1 (seated on a comfortable couch), who is situated in the<br />

virtual world of a game (World of Warcraft), uses a physical computer system (a<br />

notebook on the lap) to ask a player avatar played by player 2, who sits at his offi ce<br />

desk on the other side of the planet, to please consider picking up the healing potion<br />

over there as a favor, which, after some consideration, player 2 eventually does. With<br />

games that increasingly cross media and are played in both computer-simulated and<br />

physical spaces, such a notation can be helpful to describe interaction sequences for<br />

both design specifi cation and project documentation purposes.<br />

In this book, this notation serves as a rough sketch and as an example for the many<br />

possibilities we have for recording play rhythm over time. Much more thorough future<br />

research must be conducted to further develop these ideas.<br />

4.6.3. Play Defi ned<br />

In conclusion, we propose the following human-centric defi nition of play, which we<br />

will use for building on our prior discussion throughout the remainder of this book.


Play<br />

Play has four dimensions:<br />

● Whether physical or virtual, play is grounded in and executed<br />

through movement: The nature of play is kinetic.<br />

● Kinesis bridges a player with one or more players, play-objects,<br />

and/or play-environments (or combination thereof) that feature<br />

some kind of valence and, in their own ways, play back.<br />

● This dialectical to-and-fro creates and/or adjusts to a play rhythm,<br />

which relates to alternations between tension and termination:<br />

From both, a play dynamic emerges.<br />

● Play takes place on a play-ground and simultaneously defi nes<br />

that play-ground (i.e. by defi ning its boundaries in space and<br />

time).<br />

Our kineticist and play rhythmic model differs signifi cantly from Salen and<br />

Zimmerman’s model of free play within a more rigid structure. The model that has been<br />

developed here<br />

● explicitly differentiates between physical and virtual types of movement,<br />

thereby making it possible to analyze both mediated play and physical<br />

play within one framework and from one starting point – namely, motion;<br />

● underlines the relationship of player and play-other (e.g. another player,<br />

an object, an environment, or a combination thereof);<br />

● helps us to understand how that with which the player plays has properties<br />

that make it more attractive or less attractive to play with;<br />

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60<br />

● expresses the rhythmical nature of play dynamics;<br />

● ties the activity of play to a playing-fi eld, giving it space and time;<br />

● enables, from the very core of ludic activity, a discourse about play and<br />

games in relation to an architectural design understanding.<br />

4.7. Summary: Kineti c Playspace<br />

In our defi nition, kinesis defi nes the real or virtual movement that is embodied and<br />

co-located with play. Based on this defi nition of play, and loosely referring to Lewin’s<br />

special form of hodological space, we can conclude that every play situation creates a<br />

lived kineticist space over time. This kind of time-based space is created by the sum of<br />

tos-and-fros between all play elements. If one accepts the condition that “Architecture<br />

is the art of moving through space” (Naos 2000), one could even argue that such a<br />

kineticist space sculpts a kind of architectural play-frame; at the very least, one can<br />

visualize this fi rst and fundamental conceptual dimension of playspace.<br />

We can imagine a number of images that allow us a glimpse at how to capture kinesis,<br />

although none of them were produced with the concept of kinesis in mind. Rosemary<br />

Fiore has done a number of these long exposure shots of classic arcade games, taping<br />

one second of gameplay per frame; in one of her art pieces, we see the kinetic space<br />

co-created by the player and the game system of Tempest (Atari 1980). To illustrate<br />

how the spatial layout of a game such as Asteroids (Atari 1979) changes during the<br />

course of a level, Jesper Juul contributed similar long exposure shots to Space Time<br />

Play, cf. Juul (2007:34), see Figure 5. Finally, Figure 6 portraits golfer Natalie Gulbis<br />

and the path of her golf swing displayed in a long exposure shot; this image, of course,<br />

only visualizes the proximate kinesis of the golf player and golf club, leaving out the golf<br />

course and the golf ball’s trajectory.


Figure 6<br />

Long exposure shot of professional golfer<br />

Natalie Gulbis, showing the path<br />

of her golf club. © Donald Miralle.<br />

Photo reproduced by permission.<br />

Figure 5<br />

A time-lapse image of the classic<br />

video game Asteroids, illustrating<br />

how the spatial setup<br />

changes across a game level.<br />

Reproduced by permission<br />

from Jesper Juul.<br />

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62<br />

5. The Enjoyment Dimension<br />

The terms “fun” “pleasure,” and “enjoyment” are similar in meaning, are often used<br />

interchangeably, and appear frequently in conversations about play. In a semantic<br />

study comparing their meanings, Blythe and Hassenzahl (2003) fi nd that enjoyment is<br />

a context-specifi c and superordinate term. We therefore use this term in our section’s<br />

title, in an effort to emphasize the enjoyment dimension of our conceptual playspace.<br />

Blythe and Hassenzahl further note that fun is culturally and experientially connotated<br />

as a form of distraction, whereas pleasure is connotated in terms of absorption.<br />

Nevertheless, the body of research we are using to investigate play uses pleasure as<br />

an agreed-on term not only to describe absorption, but also to describe more lightweight<br />

attractions. Therefore, we use pleasure throughout this book to imply both fun and<br />

“deeper” kinds of enjoyment.<br />

On the basis of the kinetic model of play proposed in the preceding section, we can now<br />

pose certain questions that will aid our discussion of the enjoyment dimension: What<br />

types of play pleasures can we distinguish? And how can these distinctions help us?<br />

By differentiating among types of play, we can investigate how player and play-other<br />

relate – that is, how kinesis can be further operationalized. We do this because we<br />

assume that particular play types oblige the player’s motivational expectations in a<br />

specifi c fashion11 (Fritz 2004, on the basis of Lewin’s valence and force fi eld theory);<br />

that, in other words, understanding play types lets designers please certain player types<br />

through design and thereby create suitable playspaces and gamespaces. Towards this<br />

design purpose, a number of relevant models are introduced and cross-compared, and<br />

a play pleasure model is developed and related to the kineticist argument.<br />

11 German: “kommt durch seine Reizkonfi guration den motivationalen Erwartungen der Spieler in spezifi scher<br />

Weise entgegen” (Fritz 2004:47).


To round up the discussion, other aspects of the enjoyment dimension are highlighted.<br />

Three questions are briefl y discussed:<br />

● What role does technology have in play enjoyment?<br />

● What types of emotions are triggered by playing?<br />

● How do players become deeply absorbed in a play dynamic; what makes<br />

playing enjoyable over time?<br />

All three questions contribute to an architectural framing of play. The fi rst question points<br />

out that play often embodies or is created with the help of some kind of technology.<br />

The second question underlines the fact that play is an activity that causes types of<br />

enjoyment. And the third question reminds us that in order for play sessions to take<br />

place over time and truly absorb players, certain requirements must be met.<br />

5.1. Caillois’ Play Typology<br />

In his seminal work Man, Play, and Games, Caillois (1962) put forward an oft-cited<br />

model of four fundamental play categories that builds directly on Huizinga’s Homo<br />

Ludens and attempts to understand play culturally and as a phenomenon that exists<br />

both “in and out of games”, as Salen and Zimmerman (2004:82) put it. In the book,<br />

Caillois divides ludic activities into agôn, games of competition, alea, games of chance,<br />

mimicry, games of simulation and role-play, and ilinx, games of vertigo and rapture.<br />

Caillois combines the four categories with a conceptual pair that helps to differentiate<br />

between wild, freestyle, improvisational play, which Caillois calls paida, and ludus, or<br />

rule-bound, formalized play (1962:27). Table 2 reproduces Caillois’ classifi cation of<br />

play and games in a simplifi ed fashion, with some examples taken from Man, Play, and<br />

Games for each cell in the grid.<br />

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64<br />

PAIDA<br />

LUDUS<br />

AGÔN<br />

(Competition)<br />

ALEA<br />

(Chance)<br />

MIMICRY<br />

(Simulation)<br />

Unregulated sports Counting out rhymes Children’s<br />

initiations, masks<br />

Sports, chess,<br />

billiards<br />

Betting, roulette,<br />

lotteries<br />

Theater and<br />

spectacles<br />

Table 2<br />

Simplified classification of play and games after Caillois (1962).<br />

ILINX<br />

(Vertigo)<br />

Children whirling,<br />

horseback riding<br />

Skiing, mountain<br />

climbing<br />

According to Caillois, agôn – which comes from the Greek word , meaning<br />

competition – is the domain of play into which activities such as racing and wrestling,<br />

but also chess, football, and sports in general fall – i.e. competitive play and games,<br />

featuring elements such as combat, confrontation, rivalry, contest, or dueling. All<br />

games of agôn share the feature that players playing them seek to demonstrate their<br />

superiority in specifi ed areas (1962:14).<br />

Alea, from the Latin word for dice, is used to characterize any play that is subject to<br />

chance. In games such as betting, roulette, and lotteries, as opposed to games of<br />

agôn, “winning is the result of fate rather than triumphing over an adversary.” Less<br />

structured alea activities include, for example, counting-out rhymes (1962:17).<br />

Mimicry describes games and play activities of imaginary milieus and illusory<br />

characterizations, in which the player “makes believe or makes others believe that he is<br />

someone other than himself. He forgets, disguises, or temporarily sheds his personality<br />

in order to feign another” (1962:19). Typical mimicry activities include putting on masks,<br />

or staging theater plays.<br />

Lastly, ilinx, is used to describe play whose aim is to achieve vertigo, i.e. games “which<br />

consist of an attempt to momentarily destroy the stability of perception and infl ict a


kind of voluptuous panic upon an otherwise ludic mind. In all cases, it is a question of<br />

surrendering to a kind of spasm, seizure, or shock which destroys reality with sovereign<br />

brisqueness” (Caillois 1962:23). Ilinx, then, is meant for games or activities that alter<br />

one’s perception like, for example, dancing or skiing.<br />

5.2. Caillois’ Model and Kinesis<br />

Taking into consideration our general play defi nition and the concept of kinesis, we can<br />

trace particular types of kinesis in all of Caillois’ categories:<br />

● Agonal kinesis includes, for example, athletic movements. Play dynamic<br />

is created by the to-and-fro between e.g. a running athlete and a tartan<br />

track as well as between competing athletes who watch their moving<br />

opponents;<br />

● Alea kinesis includes the virtual movements of chance, the movement<br />

fate imposes on players, and the to-and-fro between chance results,<br />

probabilities, and the player’s risk-taking;<br />

● Mimicry kinesis includes theatrical movements to stage an illusory<br />

character, virtual movement to convert something into make-believe, and<br />

the to-and-fro between character(s) and audience that creates a makebelieve<br />

situation;<br />

● Ilinx kinesis includes movements that cause vertigo in the player (such<br />

as descending a ski slope), movements made by the player in order<br />

to experience vertigo (such as spinning), and the to-and-fro dynamic<br />

between, for example, the skier and the steep mountain.<br />

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66<br />

As can be seen, Caillois’ categorizations can be framed by the concept of kinesis.<br />

In turn, the concept of kinesis fi ts into and in fact fi lls out Caillois’ four categories.<br />

Caillois thus provides a useful foundation for distinguishing play types. And yet, from<br />

a designerly point of view, the connection between play, player, and play-other can be<br />

further specifi ed. In the succeeding subsection, we will take a look at how.<br />

5.3. Contemporary Models of Play Sti muli<br />

and Player Types Cross-Compared<br />

In this subsection, a number of models of play and interrelated player types are<br />

presented that both are based on and go beyond Caillois. These models are crosscompared,<br />

resulting in a new model, which is then set into relation with the concept<br />

of kinesis.<br />

Jürgen Fritz, whose works have never been translated from German into English,<br />

has conducted decade-long empirical research into both non-mediated and mediated<br />

play and games, using qualitative methods such as player interviewing and playability<br />

observations. Based on this research, Fritz has extended and further differentiated<br />

Caillois’ model of agôn, alea, mimicry, and ilinx in an effort to understand why players<br />

play. For this purpose, Fritz introduces an empirically based theory, which holds that<br />

play and game situations should be seen as “play constructs” combining, in varying<br />

intensities, eleven important sources of stimulus. These play constructs, Fritz suggests,<br />

can be described as “Reizkonfi gurationen” – in English, “stimulus confi gurations”<br />

(SCs), or combinations of stimuli found in the play construct that oblige “the player’s<br />

motivational expectations in a specifi c fashion” (Fritz 2004:47). Stimulus confi gurations<br />

can be found in fellow players, in objects, or in spaces (2004:45ff.). Playing, then, is a<br />

means of pleasing expectations; and play stimuli can also rouse play.


Fritz’ dialectical theory resembles and also corresponds to Buytendijk’s play dynamic<br />

without referring to it. Buytendijk’s to-and-fro conforms with the Fritzian bonding<br />

between stimulus confi guration and the player’s motivational expectation. At the same<br />

time, Fritz’ argumentation bears striking similarity to Lewin’s concept of the positive and<br />

negative stimulative nature of object or environmental properties, which was introduced<br />

earlier to demonstrate the similarity of Buytendijk’s thinking with the development of<br />

major design principles in human-computer interaction and general interaction design.<br />

In fact, Fritz (2004) mentions Lewin once, on page 171, but only in the context of<br />

cultural forces that defi ne how a player experiences play and games. Fritz’s model<br />

extends Caillois’ and merges it with Lewin’s, with Buytendijk, metaphorically speaking,<br />

standing by.<br />

Fritz’s eleven stimuli are described below; Caillois is referenced when appropriate.<br />

These stimuli can also be read with the kinetic model in mind: try and imagine what<br />

types of play-movement the individual stimuli imply.<br />

● Contesting: Fritz suggests placing sports games such as soccer into this<br />

category, which Caillois referred to as agôn. First-person shooter games<br />

also fall into this category, particularly multiplayer game maps.<br />

● Risk-taking: This type of play stimulus embodies courage or adventure.<br />

● Leaving it to chance: Caillois calls this play type alea, but Fritz assigns<br />

it its own category.<br />

● Amusing: The play situation caters to the player’s humor and provides<br />

entertainment with, for example, the help of comedy elements.<br />

● Pursuing vertigo: Caillois calls this ilinx; one example of which is riding<br />

a roller coaster.<br />

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● Meditating: With the help of biofeedback sensors and meditation<br />

exercises, games such as the meditation game The Journey to Wild<br />

Divine (Wild Divine Project 2003), measure player generated psycho-<br />

physiological output such as heart beat frequency and skin conductivity<br />

as a means of training relaxation.<br />

● Collecting: This stimulus centers on completing and/or systematizing a<br />

collection.<br />

● Role-playing: Caillois calls this category mimicry.<br />

● Savoring: Fritz means aesthetic and sensual experiences triggered<br />

by atmospheres; this category also includes gazing at landscapes and<br />

performance situations.<br />

● Creating: According to Fritz, the source of this stimulus is the possibility<br />

of “transcending oneself” 12 (Fritz 2004, S. 46); in other words, a player<br />

can generate, construct, and design.<br />

● Problem-solving: A play situation contains a puzzle, a mental challenge,<br />

or something to unravel.<br />

Fritz’s play stimuli can be compared to the four basic player types that Richard Bartle,<br />

designer of the fi rst multiuser dungeon (MUD), has suggested: achievers, explorers,<br />

socializers, and killers. In a study, Bartle (1996) found that players often have a primary<br />

play style and will only switch styles if it suits them. Whereas achievers want to overcome<br />

obstacles and accumulate rewards, explorers want to discover and understand the<br />

12 Note that the German term Fritz uses is Selbstentäusserung, which would literally translate to self-disposal<br />

and which, in both English and German, can also have a negative connotation. In fact, Fritz means to describe a<br />

positive feeling and implicitly refers to the concept of fl ow, which, as we have described, can cause self-detachment,<br />

cf. Csizszentmihalyi (1990).


gameworld and its mechanics, while socializers want to interact with other players<br />

and possibly role-play and, fi nally, killers want to cause distress to other players or<br />

the system. In a Website experiment entitled “playce,” conceptualized and launched<br />

by the author as an online portfolio in October 2006 at http://spw.playbe.com, Bartle’s<br />

four basic player types were translated into four miniature arcade games. The playce<br />

website is a place to play – hence the name, which combines the words “play” and<br />

“place.” At the same time, the name is also a play on words. The name of one of the<br />

author’s companies is “playbe”, making playce the natural progression if one follows<br />

the western alphabet.<br />

Figure 7 shows a screenshot of the Website’s main menu, with stills of the four mini<br />

games. There, the visitor can explore projects the author has been involved with during<br />

the past years. The visitor can either navigate the playce with a classic navigation /<br />

menu bar (on the bottom of the screen) or choose one of the four play modes on the<br />

left side of the screen to access the design spaces for which the author has created<br />

projects, such as CD-ROM, World Wide Web, or TV series in development. Each<br />

game’s mechanic caters to a certain type of player while simultaneously serving as a<br />

way to navigate the playce Website. In other words, one browses the site by playing,<br />

a procedure which could be called, for example, “navigaming” or “playvigating.” Once<br />

the visitor has carried out a mechanic successfully (e.g. killed, achieved, explored,<br />

socialized), she will be taken to her selection. Mind that the visitor can interrupt a play<br />

dynamic by moving the mouse from the left side of the screen, where the play action<br />

takes place, to the content zone on the right side. The Website combines game and<br />

interaction design with media experimentation, all the while posing the question of<br />

how play types may serve as interfaces to content, or, put another way, how typical<br />

application processes can be made more accessible through the use of game-like<br />

interfaces. More generally speaking, the Website is one example of how mini games<br />

and play types can be used to serve purposes beyond mere entertainment.<br />

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Figure 7<br />

Main menu of the author’s<br />

portfolio website at http://<br />

spw.playbe.com. Four<br />

miniature arcade games<br />

let visitors navigate the<br />

content by catering to their<br />

preferred ‘playvigation’<br />

mode.<br />

The author did not draw on any explicit navigational inspiration for the Website in<br />

the World Wide Web. The Website’s interaction metaphor, however, was certainly<br />

inspired by a research project carried out in 2001 by Dennis Chao from the University<br />

of New Mexico13 . In the project, Chao modifi ed the popular fi rst-person shooter video<br />

game Doom (1993) so that it could be used as an interface to an operating system<br />

administration task. The mod, called PSDoom, displays representations of UNIX<br />

processes instead of letting the system administrator use standard text-mode UNIX<br />

tools to view and manipulate these processes. For example, the system administrator<br />

13 Cf. cf. http://www.cs.unm.edu/~dlchao/fl ake/doom/chi/chi.html.


turns into a player who shoots at processes – i.e. “bloodthirsty mutants” – so that<br />

eliminating the mutants “kills” the UNIX process. In another example, just hitting a<br />

mutant in the game would lower the process priority.<br />

The playce Website takes the idea of using a game-like interface for a certain application<br />

task into the realm of the World Wide Web, applying it to the everyday task of navigating<br />

– that is, seeking and choosing menu items and content on a Website. In toto, Bartle’s<br />

player types have been an inspiring model for the playce Website, which has translated<br />

the types into navigational patterns.<br />

Another way of differentiating among player types was suggested by Fullerton<br />

(2008:92) in reference to a three-part TV series by Kennard, Brown, and The Institute<br />

of Play (2000), which addressed player types and pleasures of play by assuming<br />

the perspective of the player. Fullerton mentions that her list – which has been fully<br />

reproduced here as it appears in her book Game Design Workshop – is not exhaustive,<br />

and that some of the player types have not been equally addressed by digital games,<br />

leaving many new areas of play open for designers (Fullerton 2008:93):<br />

● The Competitor: Plays to best other players, regardless of the game<br />

● The Explorer: Curious about the world, loves to go adventuring; seeks<br />

outside boundaries – physical or mental<br />

● The Collector: Acquires items, trophies, or knowledge; likes to create<br />

sets, organize history, etc.<br />

● The Achiever: Plays for varying levels of achievement; ladders and<br />

levels incentivize the achiever<br />

● The Joker: Doesn’t take the game seriously – plays for the fun of playing;<br />

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there’s a potential for jokers to annoy serious players, but on the other<br />

hand, jokers can make the game more social than competitive<br />

● The Artist: Driven by creativity, creation, design<br />

● The Director: Loves to be in charge, direct the play<br />

● The Storyteller: Loves to create or live in worlds of fantasy and imagination<br />

● The Performer: Loves to put on a show for others<br />

● The Craftsman: Wants to build, craft, engineer, or puzzle things out<br />

(2008:92)<br />

As can be seen, Fullteron’s categorization is similar to both Bartle’s and Fritz’s; Fullerton<br />

herself even mentions this similarity to Bartle (ibid.) and explicitly builds on Caillois,<br />

whom she discusses in a preceding section. These overlaps make possible a crosscomparison<br />

of player types and pleasures, which the author has visualized in Table<br />

3. The table sets the aforementioned categorizations into relation with one another,<br />

using Fritz’s model as an anchor. At the same time, the table combines Fritz’s list with<br />

other play and player types derived from both Bartle and Fullerton, as well as new<br />

pleasure types, which are written in bold italics. Note that like Fullerton’s model, this<br />

classifi cation is not exhaustive, but rather represents a listing of major types. There are<br />

unlimited ways to ambiguate human activity as play activity; see also our discussion of<br />

the ambiguity of play earlier in this section.<br />

Some explanation is needed concerning the play pleasures introduced here:<br />

● Adventuring: Like Bartle’s explorer, who wants to discover and<br />

comprehend the workings of the gameworld, The Explorer in Fullerton’s


Caillois (1962) Fritz (2004) Bartle (1996) Fullerton (2008)<br />

Agôn Contesting Killer The Competitor<br />

Risk-taking<br />

Alea Leaving it to chance<br />

Mimicry Role-playing Socializer The Performer<br />

Amusing The Joker<br />

Meditating<br />

Ilinx Pursuing vertigo<br />

Collecting The Collector<br />

Savoring<br />

Creating<br />

Problem-solving<br />

The Artist<br />

The Craftsman<br />

Adventuring Explorer The Explorer<br />

Achieving Achiever The Achiever<br />

Directing The Director<br />

Storytelling The Storyteller<br />

Table 3<br />

A cross comparison of player types. Newly identified stimuli in the spirit of Fritz (2004) have been<br />

italicized. Note that The Craftsman and The Artist as a person who enjoys producing something<br />

new have been joined in this table, since their common goal is to create; however, certain elements<br />

of the craftsman (who “wants to puzzle things out“) can also be found in the problem-solving<br />

category suggested by Fritz.<br />

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● listing loves to adventure. This leads us to assume that there is a play<br />

pleasure of adventuring.<br />

● Achieving: Players who are motivated by incentives and who play to<br />

achieve are driven by the play pleasure of achieving.<br />

● Directing, storytelling: These play pleasures are those not covered by<br />

the other categorizations, but they are mentioned by Fullerton. It seems<br />

appropriate to consider narrative and steering pleasures in the context of<br />

play as well.<br />

We are only slightly anticipating our discussion of the nature of games when we mention<br />

here that our list of play pleasures illustrates the emergence of (digital) game genres.<br />

Genres refl ect re-occurring combinations of play stimuli. In action games, for example,<br />

we fi nd contesting and achieving; in adventure games, exploration and storytelling; and<br />

in role-playing games, role-playing or directing.<br />

But let us forget about games for a moment and return to our current subject, play.<br />

We will now conclude this subsection by relating the pleasures of play to the principle<br />

of kinesis.<br />

5.4. Play Pleasure Spaces<br />

Caillois (1962) suggested four fundamental categories for each free-form and rulebound<br />

play; Bartle (1996) examined four basic player types; Fullerton (2008) listed<br />

player types with dominating play preferences; and Fritz (2004) proposed a play<br />

stimulus model that we extended in the previous section by complementing it with the<br />

stimuli missing from the work of the other authors mentioned here.


From our defi nition of play as a kind of movement that bridges player and play-other<br />

and affords space, it follows that each type of play must embody some kind of playmovement,<br />

i.e. kinesis. Table 4 shows a listing of representative kinetic types that<br />

correspond to our play pleasures. When enacted during play, they create distinguishable<br />

play pleasure spaces, which are listed in the right column.<br />

Play stimulus Exemplary type of kinesis Play pleasure spacee<br />

Contesting Any movement aiming to outmatch, e.g. hitting or racing. Contest space<br />

Risk-taking<br />

Movements with limited predictability (i.e. movements<br />

whose results are hard to foresee).<br />

Risk-taking space<br />

Leaving it to chance<br />

Role-playing<br />

Movement is only to some extent controlled by participant;<br />

instead, play-movement is imposed, cf. to the earlier discussion<br />

on rhythm in dance notation.<br />

Make-believe movements with an assumed self executed,<br />

against a backdrop, before the background of an ordinary<br />

self, and the condition of knowing the differences between<br />

both selves.<br />

Chance space<br />

Role-playing space<br />

Amusing Laughing 14 . Amusement space<br />

Meditating Virtual movements of focusing mind and body. Meditation space<br />

Collecting Point to point movement. Collection space<br />

Pursuing vertigo Spinning or sloping, for example. Vertigo space<br />

Savoring Moving the eyeballs; being moved. Savoring space<br />

Creating Movements needed for originating. Creation space<br />

Problem-solving<br />

Movements that break something down into smaller problems;<br />

brainstorming movements; simplifi cation movements.<br />

Problem-solving space<br />

Adventuring Exploring and boundary seeking. Adventure space<br />

Achieving Leveling up. Achievement space<br />

Directing Steering and controlling. Direction space<br />

Storytelling Conveying events orally, or otherwise. Story space<br />

Table 4<br />

A listing of representative kinetic types that correspond to our play pleasures. 14<br />

14 Concerning the “laughing” entry in the Table: it is worth mentioning that in countries like India and China,<br />

laughing clubs train members to indulge in “forced” laughter for stress relief. See, for example, http://www.chinadaily.com.cn/china/2006-11/08/content_728096.htm.<br />

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5.5. Interimsic Summary: Play Pleasures<br />

So far in this subsection, we have determined play pleasure types that cater to the<br />

motivational expectations of the player. These pleasure types are the fundamental<br />

building blocks for designing play, and they also represent a second dimension of<br />

playspace, underlining the feelings of fun commonly associated with play. Whether<br />

experienced individually or in combination, play pleasures and their associated kinesis<br />

types are important triggers in the emergence of a given playspace. We have collected<br />

these play pleasure spaces in Table 4.<br />

Other factors also help defi ne the enjoyment dimension. Three of these will be discussed<br />

in the remainder of this subsection:<br />

● The enjoyment of technology.<br />

● Enjoyable emotions caused by playing.<br />

● The enjoyment of absorption (in the sense of immersion).<br />

5.6. Pleasures of <strong>Technology</strong><br />

In the introductory countdown section of this treatise, we demonstrated that today,<br />

the increasingly digital nature of games coincides with the ubiquitization of digital<br />

technologies. Later, in the preceding section, we outlined play as a human, kinetic<br />

practice in space. But naturally, we must also consider the role of (computing) technology<br />

in the enjoyment of play; that is, consider pleasures induced via technology. Here,<br />

we will focus on several representative aspects of this relationship between player<br />

and technology:


● The pleasure of the collective unconscious: Technologized play as a way<br />

to digitally recycle myths.<br />

● The pleasure of toy-medium: Technologized play affording activity<br />

possibility and necessity.<br />

● The pleasure of enabling technologies that allow for “enchanting” novelty.<br />

● The pleasure of exploiting the affi nity between computers and games.<br />

The pleasure of the collective unconscious. Is J.C. Hertz correct when she writes<br />

that “Videogames are where technology melts into the occult. This is a place where<br />

missile launchers and mojo are both legitimate weapons. All the old monsters, harpies,<br />

dragons, and divinities are excavated from their mythological sediment, sampled,<br />

looped, remixed, crossfaded, and digitally recycled” (Hertz 1997)? Of course, Hertz<br />

is referring to Jungian psychology (though without directly mentioning it), which holds<br />

that there is a kind of psychic inheritance, a collective unconscious, which consists<br />

of so-called archetypes or mythological images. Jung’s archetype of the shadow,<br />

for example, comprises those monsters and dragons about which Hertz writes. The<br />

shadow is an archetype of instinct and irrationality and is therefore innocent because<br />

it knows no morals. The shadow archetype fi rst seems to represent the dark side of<br />

our lives. But in fact, it allows us to live out and store that which we cannot admit in<br />

everyday life. The shadow can be both evil – think of Dr. Jekyll’s Mr. Hyde – or a source<br />

of creativity. Unsurprisingly, Jung’s shadow typically appears in dreams and visions as<br />

the ego’s opponent (bear in mind that Jung was writing before the advent of the age of<br />

personal computers and videogames) (Jung 1990). In this reading, technologized play<br />

– and, indeed, play in general – is seen as an ego’s unconscious counterpart.<br />

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The pleasure of toy-medium. The book Funology. From Usability to Enjoyment (Blythe<br />

et al. 2004) considers enjoyment from a human-computer interaction perspective and<br />

discusses how technologies can cause, support, or lead to enjoyment. In this line of<br />

thought, media psychologist Klimmt (2001) considers the stimulative nature of computer<br />

game software, fi nding that interactive entertainment can be considered a synthesis of<br />

medium and toy, which, generally speaking, affords the player action possibilities as<br />

well as action necessities. Though Klimmt does not investigate the enjoyment that<br />

computer hardware or technological form can provide, we would argue that the product<br />

design of the hardware also caters to the player’s motivational expectation, e.g. in that<br />

its form factor affords to hold it in a certain fashion. Learning from product designers,<br />

human-computer interaction designers conduct empirical research on how to create<br />

emotional reactions with their products, seeking to satisfy, to please, or to appeal<br />

(Hassenzahl 2004:41).<br />

Whether explained with the help of Jungian psychology or gestalt psychology, which<br />

is most interested in how we relate to objects and environments during play, it is<br />

noteworthy that “most of the technology now used in videogames had its origins in<br />

military research. When you trace back the patents, it’s virtually impossible to fi nd an<br />

arcade or console component that evolved in the absence of a Defense Department<br />

grant” (Hertz 1997:129).<br />

The pleasure of enabling technologies and the affi nity between computers and<br />

games. The intimate relationship between games and technology is not the result of<br />

military funding alone. Two examples of a computer-game “coupling” serve to highlight<br />

this relationship:<br />

● Enabling coupling: Technologies drive game development and vice<br />

versa. A new technology can enable the development of a new type of<br />

gameplay or gameplay element, which can then afford pleasure to its


users. This is particularly true for the not yet consolidated, growing fi eld<br />

of pervasive computing, which gives rise to new innovations in sensing,<br />

locating, or networking almost every day. For example, traditional<br />

gamepad-based input for video games has been revolutionized, and not<br />

just for an audience of hardcore gamers; the primary controller for the<br />

Nintendo Wii video game console, the Wiimote (short for Wii Remote),<br />

can be thought of as a pervasive computing technology. The Wiimote is<br />

a three-axis, rotational position, motion-sensing device designed for onehanded<br />

wireless (i.e. remote control-style) use. The major technologies<br />

used to achieve this form of human-computer interaction are:<br />

• Bluetooth, which enables communication between Wiimote and<br />

console;<br />

• an accelerometer and an image sensor built into the Wiimote;<br />

• a Sensor Bar, a second component wired to the console and<br />

placed on top of the TV display to enable visual feedback. The<br />

sensor bar emits infrared light detected by the Wiimote’s image<br />

sensor, thereby allowing for accurate positioning and pointing<br />

(Wisniowski 2006).<br />

In addition to its input capability, the Wiimote features audio and rumble<br />

output capabilities, which enhance controller-based immersion, as well<br />

as some memory storage. Although the elements themselves have been<br />

around for a while, merging and combining them with well-designed<br />

hardware, software, and a gameplay situation involving the player,<br />

the player’s physical context, and other factors have served to create<br />

technological enchantment.<br />

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80<br />

● Reciprocity coupling: The most substantial type of relationship between<br />

game (as formalized play) and computing technology is a reciprocal one.<br />

Juul argues that there is “a basic affi nity between games and computers”<br />

(Juul 2005:5) in that computers are particularly fi t for processing formal<br />

play. Wark goes even further, arguing that “all games are digital. Without<br />

exception. (...) From the start, games were proto-computers” (Wark<br />

2007:79). The affi nity between games and technology affects the way<br />

we look at technology: if a formal play situation is perceived positively,<br />

then the technology it represents will be perceived positively too. In other<br />

words, enjoyment of software infl uences enjoyment of hardware and<br />

vice versa.<br />

5.7. Play-Actuated Emoti ons<br />

One of the most convincing empirically derived categorizations of the types of fun<br />

players experience in games has been suggested by Nicole Lazzaro and her player<br />

experience research company XEODesign. Lazzaro and XEODesign focused on what<br />

players enjoy most about their experiences of play and how games inspire emotion<br />

without using story elements (Lazzaro 2004). Although this book is primarily dedicated<br />

to games, we are inserting this subsection here to illustrate that play has a positive<br />

effect on players and that this effect is not just the result of play stimuli.<br />

Using qualitative data including video recordings of players playing, player<br />

questionnaires, and verbal and non-verbal emotional cues during play, 30 adult players<br />

were observed for 90-120 minutes while they played at their regular play locations. A<br />

total of 15 friends and family members of the participants remained nearby during the<br />

observation sessions and were interviewed. Players played a wide range of popular,


commercially available and professionally produced video and computer games. This<br />

meant that the play they experienced was framed by a defi ned situation not only in<br />

terms of playing locale (i.e. living room, console, and virtual gameworld), but also in<br />

terms of game rules, input / output possibilities, etc. This kind of well-defi ned – that is,<br />

well-designed – situation is entirely different from the play we have been discussing up<br />

until now. Fritz et al. have been trying to come up with a system that allows for a general<br />

classifi cation of play, whereas Lazzaro works with commercial products designed to<br />

entertain. Still, we are looking at her fi ndings because they allow us to bridge key types<br />

of play with experiences of pleasure caused by systematized playing.<br />

Lazzaro’s data material was grouped using affi nity analysis methods, leading to four<br />

key assumptions about player behaviors as well as about processes facilitating or<br />

inhibiting enjoyment (2004:2):<br />

● Hard fun: Creates emotion by structuring experience around the pursuit<br />

of a goal. Typical players enjoy overcoming challenges, solving puzzles,<br />

and strategizing, often aiming for “fi ero,” or personal triumph.<br />

● Easy fun: Inspires emotion that results from the sheer enjoyment of<br />

playing and of being immersed in the play activity. Typical players enjoy<br />

intrigue, exploration, and adventuring as well as unusual situations.<br />

● Serious fun or Altered states: Creates emotion through player-internal<br />

sensations triggered by the experience of playing, such as excitement,<br />

relief, or simply a respite from the everyday.<br />

● People fun: Creates emotions such as amusement or schadenfreude<br />

via social experiences such as competition, collaboration, or bonding<br />

(2004:4ff).<br />

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82<br />

Returning again to our play pleasure types, we see that some of them fi t into the above<br />

model, which seeks to categorize players based on the way they experience pleasure.<br />

Lazzaro’s model, in other words, complements our play pleasure types. Future research<br />

could attempt to merge both models with the help of empirical fi ndings.<br />

5.8. The Pleasure of Immersion<br />

The psychological concept of “fl ow,” which was introduced by psychologist Mihaly<br />

Csikszentmihalyi (1975, 1990), attempts to explain how a person can become<br />

deeply and delightfully absorbed in an activity and thereby sense true pleasure. As<br />

discussed earlier, the concept is vaguely echoed in Iain Borden’s analysis of the<br />

lived skateboarding architecture, which holds that architecture, when enacted by and<br />

between a skateboarder and his or her terrain, is “not a thing but a fl ow” (Borden<br />

2001:9).<br />

Csíkszentmihály observed that people can reach an enjoyable state of mind in which<br />

they are maximally productive only if the challenges they must overcome are not too<br />

easy. If the challenges are too easy, people tend to become bored; if the challenges are<br />

too hard, people become apprehensive. Csíkszentmihály found that an experience of<br />

fl ow is accompanied by the following15 :<br />

1. Clear goals, i.e. one’s expectations are attainable and the rules of the<br />

situation are discernible.<br />

2. Concentration and focus, so that no other activity interrupts the<br />

immersion.<br />

3. A loss of feeling of self-consciousness.<br />

15 Note that Csíkszentmihály proposes that not all of the factors need to be present in order for a person to<br />

experience fl ow.


4. Distorted sense of time: one’s experience of time is altered.<br />

5. Direct and immediate feedback, so that one can adjust behavior according<br />

to apparent successes or failures.<br />

6. Balance between ability level and challenge.<br />

7. A sense of personal control over the situation or activity.<br />

8. The activity is intrinsically rewarding, i.e. actions become effortless.<br />

9. People become absorbed in the activity – action and awareness merge.<br />

(Csíkszentmihály 1975:72)<br />

Csíkszentmihály’s notion of fl ow is an oft-cited, almost common denominator for<br />

managing diffi culty in play and game situations. In order to maximize player enjoyment,<br />

and in order to enable players to enter into a state of peak productivity, game designers<br />

seek to balance anxiety and boredom, often dynamically over time. Adams and Rollings<br />

(2006:376ff.) suggest that this can be achieved by adjusting the perceived diffi culty of<br />

the game by programming the intrinsic skill required by a challenge, the stress of time<br />

pressure, the amount of power the game gives to the player to overcome a challenge<br />

(e.g. the avatar’s resistance to damage), and the player’s in-game progress and<br />

gathered experience in dealing with challenges and interface.<br />

The model of fl ow, and particularly the way Adams and Rollings adapt it (though only<br />

for the particular case of formalized, complex play), underlines the fact that a playspace<br />

can come about not only in terms of movement, rhythmic relation, positive valence,<br />

and caused emotions, but also in terms of perceived diffi culty, shaping tension, and<br />

termination amplitudes.<br />

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84<br />

6. The Culture<br />

and Context Dimension<br />

So far, we have noted that play – or even a play rhythm – occurs if an expectation is<br />

met or an emotion is roused by a play-other, which can be another player, an object,<br />

or a space. We have categorized play and categorized pleasures resulting from play,<br />

and we have also discussed how enjoyment of play is subject to diffi culty level and that<br />

enjoyable play results in distinguishable emotions. But what role does the context of<br />

the play-other play in the enjoyment of play, and more generally, the existence of play<br />

at all?<br />

To answer this question, play-ground designer Barbara Hendricks assists us. In a<br />

(landscape) architectural approach to designing playgrounds, Hendricks (2001) points<br />

out that play for children should be designed from a “child’s eye” view of the world.<br />

She writes:<br />

Good design for children’s outdoor play is possible – but it means<br />

challenging many of the prevailing adult ideas about outdoor landscapes.<br />

Designers fi nd it diffi cult to talk or write about their plans and expectations<br />

in terms of children’s behaviour at play. They are trained to work with<br />

and think about physical structures and facilities rather than about the<br />

behaviour of the user of these spaces. Professional designers often see<br />

their role as educating the “unsophisticated” public.<br />

When we look at the kind of places children choose to play in when it<br />

is possible to choose, these places tend to have an appearance of being<br />

forgotten or vacated by adults. They look somewhat unkempt. They may<br />

be places that have just grown up with little or no help from a landscape<br />

designer. Children seem to like places that look un-designed. That children


choose these places is not to suggest that children prefer environments<br />

with a lower quality of material or that they have a preference for nature.<br />

Children also love to play in garbage dumps if they are allowed to do so.<br />

What they like is the non-predictability of these non-designed landscapes<br />

(Hendricks 2001:90f.).<br />

Hendrick’s fi nding reminds us not only of the importance of player-centric design and<br />

of how predictability can infl uence the child – and adult – player. 16 Hendricks also<br />

underlines how an environment pleases a player’s motivational expectation through<br />

a phenomenon, which we will subsume under the general heading designedness of<br />

valence. Given our identifi cation of three distinct play-others – another player, a playobject,<br />

and a play environment – we can now address the following three questions:<br />

● How does the designedness of another player affect play via, for example,<br />

acquired patterns of thought, behavior, or taste, which are expressed, for<br />

example, in habitual use of language, dress codes, etc.?<br />

● How does the designedness of an object affect play?<br />

● How does the designedness of an environment affect play?<br />

The three questions are formulated to provide the designer-reader with a kind of<br />

checklist. But for the sake of the argument’s fl ow and as a result of our concentration<br />

on the conceptual play-space, we will here focus only on the last question.<br />

One way to frame the designedness of a given space with regards to its attractiveness<br />

as a play-ground is to identify design properties. These properties interplay with the<br />

concept of valence in that they set the stage for valence possibility. In the case of<br />

16 Note that console games are, at least visually and aurally, fully designed environments wherein even unpredictability<br />

is predictable given that the player knows and comprehends the rule base and event catalog of the<br />

game.<br />

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environments, these properties can be, for example, aligned on a continuum of<br />

opposites. Continua for the designedness of an environment include:<br />

Natural - Designed.<br />

Pre-existing - Purpose-built.<br />

Vegetated - Unvegetated.<br />

Deserted - Crowded.<br />

Accessible - Inaccessible.<br />

Silent - Performed.<br />

Odorless - Scented.<br />

Daylighted - Artifi cially lighted.<br />

Naturally shaded - Artifi cially shaded.<br />

Unkempt - Maintained.<br />

Inhabited - Abandoned.<br />

Empty - Filled.<br />

Sparse - Dense.<br />

Loose - Firm.<br />

Unsheltered - Sheltered.<br />

Unlined - Lined.<br />

Unmarked - Marked.<br />

Disproportioned - Proportioned.<br />

Uncomposed - Composed.<br />

Unstructured - Structured.<br />

Rural - Urban.<br />

Private - Public.<br />

Outdoor - Indoor.<br />

Dangerous - Safe.<br />

Physical - Virtual.<br />

Note that these continua are non-exclusive; that means that a rural environment can<br />

be quite composed – think of plow furrows and how they draw patterns into the ground.<br />

Also, note that this exemplary list of continua is not exhaustive, and that there is no<br />

point trying to prove non-empirically how any of these pairs of opposites work as an<br />

attraction or repulsion factor in play situations. Yet designers need to consider these<br />

opposites when designing for play and also to consider potential confl icts, especially<br />

when working with pre-existing environments.


For example, a pre-existing physical urban environment that is maintained and<br />

inhabited will be used according to certain programs. A European pedestrian city core,<br />

for example, is typically home to several public plazas, several fl at green spaces, often<br />

with fountains, several broad, often tree-lined streets with seating possibilities, and<br />

numerous restaurants, stores, and public as well as company buildings alongside<br />

them. Such an environment affords certain activities such as, respectively, meeting<br />

and gathering, relaxing and gazing, leisurely walking, standing, and gazing, lunching/<br />

dining, shopping, and going to work. From a play-ground perspective, a green fl at lawn<br />

also affords “running, games, throwing balls, a place to build up something, a place to<br />

lay in the sun, a place to talk with friends” (Hendricks 2001:93). 17<br />

The inherent play stimuli of the green space confl ict with the aspects of its regular, city<br />

core program. No wonder that in urbanized areas, play has been confi ned to dedicated,<br />

controllable playgrounds (see for example the DIN EN 1176 / 1177 standards, which<br />

regulate the construction, safety testing, and maintenance of playground surfacing and<br />

equipment in most EU countries18 ). In fact, in Germany, larger housing projects must be<br />

planned to include a playground facility. In the inventory of “play-grounds” introduced<br />

later in this work, children’s playgrounds are discussed in more detail.<br />

Most importantly, the designedness of an environment – or an object or another player<br />

– is not only a question of design culture, but also of how the potential playground is<br />

embedded into a certain culture of norms, values, and other more everyday behavioral<br />

scripts. In that, the designedness dimension of our play-space also reminds us of the<br />

cultural dimension of play – of how a space is always embedded into contexts.<br />

17 Video game designer Keita Takahashi, creator of the PlayStation 2 ball-rolling puzzle-action game Katamari<br />

Damacy (2004) – from the Japanese , or Katamari Damashii, literally, “clump spirit” – envisions designing<br />

undulating physical playgrounds in order to overcome the traditional playground’s fl atness (cf. Hermida (2005)).<br />

18 Cf. http://www.din.de.<br />

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7. Conclusion: Playspace<br />

In the preceding section, we developed a new theoretical model of play that is<br />

architecturally framed, psychologically based, and formulated along dimensions of a<br />

conceptual playspace.<br />

We highlighted the ambiguous nature of play as well as the special role of the player;<br />

then, we investigated how play has its roots in and is executed through movement<br />

by and between player and play-other, creating play rhythm, and that play always<br />

has boundaries in time and space. In addition, we derived the notion of movement<br />

and rhythm from the fi elds of architecture and urban planning as well as from dance<br />

research and from the pioneering work of F. J. J. Buytendijk (1933).<br />

We then developed play pleasure types by way of a cross-comparison of classical and<br />

current play pleasure and player type models. We thereby illustrated that play not only<br />

caters to the player’s motivational expectations, but that it also interrelates with the<br />

technology through which it is presented. Eventually, we examined how play actuates<br />

emotions and discussed the fact that the enjoyment of play depends on the activity’s<br />

degree of diffi culty and on the designedness of the play-other. In the latter discussion,<br />

we looked at exemplary factors that defi ne the context and culture, i.e. designedness<br />

of potential “play-grounds.”<br />

On the basis of this new model of playspace, we can now move on to frame games<br />

architecturally, thereby approximating a conceptual gamespace.


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Games and play are interrelated phenomena. Salen and Zimmerman, for example,<br />

argue that games are a subset of play in that they formalize play, on the one hand, and<br />

on the other hand, that play is an essential game component (Salen and Zimmerman<br />

2004:303). Without one or more players, there is no play; and without playing, the formal<br />

system of a game is not set in motion, but sits idling. This reciprocity is complemented<br />

by the concept of “meaningful play”: in games, players can participate with “designed<br />

choices and procedures” (2004:60), and these programmed choices are made explicit<br />

to the player, like following the rules of a board game or using a game controller to<br />

move an avatar. Player choices result in game system outcomes, and the relationships<br />

between actions and outcomes are specifi ed by rules. In digital games, these rules<br />

“are buried in layers of program code and are often diffi cult to identify” (2004:148).<br />

From these action, outcome units, interactive meaning, and, in turn, meaningful play<br />

arise (2004:63).<br />

Other research further complicates the peculiar relationship between play and games.<br />

Game theorist Jesper Juul, for example, holds that games contextualize play actions,<br />

and that in games, rules facilitate actions by differentiating between potential moves<br />

and game occurrences (2005:18f.). Raph Koster, lead designer of the massive<br />

multiplayer role playing game Ultima Online, suggests that playing a game implies<br />

pattern recognition, and that playing a certain kind of game involves recognizing and<br />

learning to master a particular kind of pattern (Koster 2005:36). In a likewise patternbased<br />

approach to game design research, researchers Björk and Holopainen write<br />

that “playing a game can be described as making changes in quantitative game states,<br />

where each specifi c state is a collection of all values of all game elements and the<br />

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relationships between them” (Björk and Holopainen 2005:8). Rules, in this reading, limit<br />

the actions a player can take while playing as well as limiting the game’s boundaries,<br />

thereby governing how game components are instantiated in the game (2005:15).<br />

Furthermore, players perform actions in a game through varying modes of play, which<br />

are associated with goals, achievements, and other game components.<br />

For example, in the game Pac-Man (1980), the player can play either in a single- or<br />

two-player mode. The player moves the ever-moving Pac-Man up, down, left, or right to<br />

change direction, or until a wall is hit; on a higher action level, the player avoids ghosts,<br />

eats pills, and hunts ghosts after eating power pills. Direct interaction gameplay and cut<br />

scenes after loss of a life offer alternating modes of play (2005:28f.).<br />

Maybe it is precisely because the relationship between play and games is quite<br />

staggering that there are so many defi nitions of games, each with its own shortcomings<br />

and strengths, as Björk and Holopainen note. They themselves refrain to defi ne<br />

games and instead offer an entire game design pattern systematics and all its implicit<br />

assumptions (Björk and Holopainen 2005:8).<br />

What is the solution to this jungle of defi nitions? To add another defi nition? How can we<br />

architecturally approximate games?<br />

From our model, we see that the conceptual game-play relationship builds on how<br />

the kineticist relationships between player and play-other are regulated and limited<br />

and how valence triggers play. Salen and Zimmerman’s aforementioned model of<br />

meaningful choice somewhat resembles our concept. In our discussion, though, we<br />

have accentuated the notion of space:<br />

● We have derived our defi nition of play from movement in space and the<br />

way that the player plays with a play-other (which can be a space).


● We have shown that the concept of play rhythm is spatial at heart in that<br />

it builds on measured movements over time.<br />

● We have demonstrated that fundamentally, play-as-movement affords a<br />

space where play takes place over time.<br />

Taking this architecturally framed notion of play as a starting point, the following<br />

relational roadmap traces a plausible path towards the architectural framing of games:<br />

a.) In the following section, we will fi rst review and update existing notions<br />

of space and spatiality in digital games based on recent game and game<br />

design research as well as on architectural research. The goal is to map<br />

a conceptual gamespace.<br />

b.) We will then suggest an analysis framework for investigating the spatiality<br />

of games, in which the fi ltered dimensions are set into relation with the<br />

dimensions of playspace.<br />

c.) Finally, in the main section, we will use this framework to critically and<br />

essayistically discuss “play-grounds,” i.e. prototypical and historically<br />

persistent spaces of play and gameplay.<br />

Throughout the discussion, we will refrain from explicitly defi ning games. But by the<br />

mere fact of following this roadmap, we are creating a defi ning spatial discourse that<br />

leads toward a ludic architecture.<br />

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1. Approaches to Space<br />

in Game Design Research<br />

Given that games formalize play (a human practice in space): What are the dimensions<br />

of a conceptual gamespace? In order to answer this question, in this section we will<br />

frame gamespace by reviewing recent and architecturally relevant works in the fi eld<br />

of game design research as well as by looking at architectural research concerned<br />

with the role of space and spatiality in games. The goal of these reviews is twofold: To<br />

fi lter the major existing contributions towards a spatial understanding of games, and to<br />

identify the shortcomings of those contributions.<br />

We will focus on the following approaches from the fi eld of game studies and game<br />

design research:<br />

● the concept of the magic circle in which games take place as well as a<br />

game’s space of possibility (Salen and Zimmerman 2004);<br />

● the notion of spatiality in digital games as an allegory of physical space<br />

(Aarseth 2007);<br />

● the view of games as narrative architectures (Pearce 1997; Jenkins<br />

2007; Murray (1997));<br />

● the understanding of digital games as the art of contested spaces<br />

(Jenkins and Squire 2002);<br />

● attempts towards a typology of computer gamespaces (Wolf 2002;<br />

Boron 2007);


● the discussion about the role of perspective in digital games (Manovich<br />

2001; Schwengeler 2008);<br />

● the use of architecture as a tool to analyze the spatial qualities of games<br />

(McGregor 2007);<br />

● functionally inspired frameworks of gamespace (Adams 2002; Küttler<br />

2006).<br />

Note that the body of research in this area is still limited. All cited discourses are<br />

based on publications in conference proceedings or book chapters or sections. So<br />

far, there is no integrated, full-length theory of spatiality or space in games, not to<br />

mention an overview like the one we are about to present. Nitsche (2008), albeit a<br />

major achievement, focuses on the use of 3D graphics in video games, asking how<br />

and through which qualities particularly the third dimension achieves to generate<br />

fi ctional environments in the player’s imagination.” Also note that the term spatiality<br />

is used particularly in relation to the Lefebvrian and associated notions of lived space<br />

(Lefebvre 1991).<br />

Next, three recent approaches from the world of architectural research are highlighted:<br />

● A rhetorical discourse claiming that architectures turn into games.<br />

● An experimental approach that uses game technologies to create<br />

architectural virtual reality models.<br />

● A cross-disciplinary discourse meant to pair the two design disciplines of<br />

game design and architectural design, framed with the help of the book<br />

Space Time Play (Borries/Walz/Böttger 2007), which was co-edited by<br />

the author.<br />

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1.1. Space of Possibility and Magic Circle<br />

In their magnum opus Rules of Play. Game Design Fundamentals, Salen and<br />

Zimmerman (2004) developed two spatially inspired concepts that are relevant to<br />

our discussion.<br />

1.1.1. Space of Possibility<br />

A game designer creates game rules and a game structure and defi nes the context of<br />

a game. The designer thereby constructs, indirectly, a “space of possibility” (Salen and<br />

Zimmerman 2004:67). Salen and Zimmerman coin this term to express a number of<br />

concepts:<br />

● the nature of a game as a designed context;<br />

● all possible game actions that can occur during gameplay;<br />

● all possible meanings that can emerge from the game design;<br />

● all possible relations between game elements that render a system;<br />

● the interactive functioning of this system, which allows for navigation and<br />

exploration (ibid.).<br />

The space of possibility, in short, describes the fact that games are interactive systems<br />

that create meaning through player action and that a game structure can play out in<br />

many ways, some of which are unpredictable. Salen and Zimmerman do not provide a<br />

more formal or mathematical defi nition of their umbrella term; the space of possibility,<br />

although charming as an image, remains vague, as it mixes a variety of dimensions<br />

that would be hard to compute or visualize. Therefore, the concept – which represents


so holistic an approach that it can no longer really be applied in a concrete way – will<br />

not be further exploited in the following sections.<br />

1.1.2. Magic Circle<br />

The magic circle is an idea introduced by Dutch anthropologist Johan Huizinga, adapted<br />

by Salen and Zimmerman (2004:94ff.) and since then widely discussed and accepted<br />

in game studies and game design research, cf. Adams and Rollings (2006:7). In Homo<br />

Ludens (1971), Huizinga writes that<br />

All play moves and has its being within a play-ground marked off<br />

beforehand either materially or ideally, deliberately or as a matter of<br />

course … This arena, the card-table, the magic circle, the temple, the<br />

stage, the screen, the tennis court, the court of justice, etc., are all in<br />

form and function play-grounds, i.e. forbidden spots, isolated, hedged<br />

round, hallowed, within which special rules obtain. All are temporary<br />

worlds within the ordinary world, dedicated to the performance of an act<br />

apart (Huizinga 1971:10).<br />

Although the magic circle is only one example in Huizinga’s list of “play-grounds” and<br />

is referred to as an equivalent of ritualistic spaces, Salen and Zimmerman use it as a<br />

shorthand to describe how games create special – we could say contractual, i.e. rulebound,<br />

voluntary, and agreed upon – distinct places in space and time that feature<br />

boundaries. The concept of the magic circle adumbrates “in a very basic sense (...)<br />

where the game takes place” (Salen and Zimmerman 2004:95).<br />

The concept of the magic circle may seem vague at fi rst, but can be exemplifi ed:<br />

Games as a framed reality of their own safeguard the player from an external reality;<br />

see Crawford, who asserts that “Confl ict implies danger; danger means risk of harm;<br />

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96<br />

harm is undesirable. Therefore, a game is an artifi ce for providing the psychological<br />

experiences of confl ict and danger while excluding their physical realizations. In short,<br />

a game is a safe way to experience reality” (Crawford 1982/1997:Chapter 1). When<br />

entering the reality of a game, a player crosses the frame, i.e. the boundary of a game.<br />

When pausing a game and resuming it shortly thereafter or a year thereafter, the<br />

player steps out of the magic circle of the game and its formalized activities (Salen<br />

and Zimmerman:95). Thus within or inside the magic circle, there is a game; without or<br />

outside the magic circle, there is no game.<br />

Notice how the concept of the magic circle seems to serve as a means of separating<br />

the “real” world from the “gameworld,” as if games were safe havens. In fact, this<br />

protectionist view declares games to be non-secular, special, and ultimately, holy.<br />

Oerter (1999:17f.) argues that games and rituals are related phenomena and that we<br />

can observe overlaps between the function of rituals in games and the function of<br />

rituals in religious practice. Rituals are signifi ed by both repetitive behavior and selfaggrandizement;<br />

they appear to have clear phylogenetical roots – that is to say, they<br />

are biologically founded. Paradoxically, rituals set up a rigid, secondary structure<br />

prescinding us, Oerter argues, from the uniformity of everyday life in order to help<br />

us deal with our existence. Quotidian uniformity is therefore temporarily and spatially<br />

replaced by ritualistic uniformity expressed through existentially heightening activities<br />

such as playing or worshipping.<br />

Salen and Zimmerman’s concept of the magic circle is the equivalent of our kineticist<br />

notion of the play-ground that springs forth from the activity of play. But Salen and<br />

Zimmerman reserve the magic circle category solely for rule-based play, thereby<br />

diminishing the role of playing for the sake of formalization. Still, we can name this<br />

approach to space in games the locative approach to gamespace.


1.2. Allegory<br />

Pioneering ludologist Espen Aarseth has stressed that “the defi ning element in<br />

computer games is spatiality” (Aarseth 2007:44), arguing that computer based games<br />

are essentially concerned with representing and negotiating spaces and, more to the<br />

point, that spaces in digital games are allegories of physical space: “They pretend to<br />

portray space in ever more realistic ways, but rely on their deviation from reality in order<br />

to make the illusion playable” (2007:47).<br />

Aarseth does not expand upon the original meaning and usage of the term allegory, but<br />

we will now do just that, as it is important for this discussion. In the classic academic<br />

discipline of rhetoric, the allegory – from the Greek eirein, meaning to speak – is the<br />

rhetorical fi gure of false semblance, i.e. of extended and sustained metaphor. The<br />

metaphor, for its part, can be defi ned as a comparison made by referring to one thing<br />

as another. A textual example of a metaphor is, “Life is a beach.”<br />

An allegory, by rhetorical defi nition, is an extended or sustained comparison made by<br />

referring to one thing as another. In Roman rhetoric, the allegory was known as the Latin<br />

words allegoria or permutatio, and Quintilian, an orator and course book author of the<br />

3rd century A.D., considered the allegory a conceit (Fuhrmann 1990:129). Allegories<br />

often appear over the length of a whole discourse or piece of content. To return to our<br />

previous example, “Life is a beach,” consider that a novel about life would take place at<br />

a beach and, in describing beach situations, would actually refer to life situations such<br />

as birth, sleep, hunger, love, and death.<br />

According to Aarseth, a gamespace is but a reductive operation that leads to a<br />

representation of space that is not spatial in and of itself, but symbolic and rule-bound.<br />

A computer game, then, represents a set of automated rules expressed in space. This<br />

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98<br />

reductive operation, which constitutes the gameworld always as an allegory of space,<br />

has one objective, argues Aarseth: to serve (and to defer to) gameplay (2007:45).<br />

In more architectural terms, we could say that a given gamespace renders the<br />

game’s rule base and programs gameplay. Adams suggests that “Games, whether<br />

computerized or not, may be thought of as lying along a continuum between abstract<br />

and representational. The more abstract the game, the more it relies on arbitrary rules<br />

to defi ne the game world and the gameplay. The more representational it is, the more<br />

it relies on similarities between real-world situations familiar to the player, and gameworld<br />

situations.” (Adams 2003:2).<br />

As we work towards achieving our goal of framing gamespace, we will term this<br />

approach the representational approach to gamespace.<br />

1.3. Contested Space<br />

“(...) most often, critics describe games as narrative art, as interactive cinema, or<br />

participatory. But perhaps we should consider another starting point, viewing games<br />

as spatial art with its roots in architecture, landscape painting, sculpture, gardening,<br />

or amusement-park design (...). Game worlds are totally constructed environments”<br />

(Jenkins and Squire 2002:65). Putting aside the question of whether or not computer<br />

games can be qualifi ed as “art”, as we are not concerned with it here, let us focus on<br />

the fact that Jenkins and Squire consider the totally constructed digital environments of<br />

games to be hybrids of the following “contested spaces” (ibid.):<br />

● Sports, in which players often contest over goals or respective positions<br />

on a fi eld.<br />

● Board games, in which contests are won and lost depending on<br />

movements on the board.


● Literary and cinematic works that climax in spatial contests such as shootouts<br />

or space battles (ibid.).<br />

Jenkins and Squire further argue that computer gamespaces, as totally constructed<br />

environments of contest, offer affordances, encourage activities such as exploration,<br />

provide resources, effectively evoke emotions, and, overall, provide a stage that<br />

programs play. We agree with many of their observations, some of which resemble,<br />

from the point of view of play, topics that have already been discussed, such as play<br />

pleasures. From a narratological perspective, their suggestion that games constitute a<br />

mix of sports and story is all the more convincing when highlighted by another source:<br />

“The most common form of game – the agôn, or contest between opponents – is also<br />

the earliest form of narrative (...). The Greek word agôn refers to both athletic contests<br />

and to dramatic confl icts, refl ecting the common origin of games and theater” (Murray<br />

1997:145).<br />

Being less etymologically minded, we consider it highly questionable that all digital<br />

games contain contests, especially considering of our discussion of play pleasures. We<br />

are also skeptical of the assertion that all games are inspired by sports. Consider, for<br />

example, activities such as role-playing or exploration, which do not necessarily involve<br />

the attempt to beat an opponent.<br />

The most valuable observation, in my opinion, is made by Jenkins and Squire when<br />

they argue that some games have “hard rails” while other games have “soft rails.” The<br />

former tightly program the player’s movements, while the latter allow for multidirectional<br />

play (2002:69). Some games consist of predetermined paths that a player must follow<br />

in order to reach an objective; others program the player to explore solutions using<br />

many different paths and often feature various alternate endings. Game environments,<br />

in other words, can be divided into proposed promenades and imposed promenades.<br />

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Overall, however, Wigley is right, even where emergent gameplay is concerned: “To<br />

choose a game is to choose an architecture (...)” (Wigley 2007:484). If we think of digital<br />

games as totally constructed environments, we can think of this approach towards<br />

gamespace as the programmatic approach, the approach closest to Le Corbusier’s<br />

promenade architecturale in that it traces the actual process of gameplay during a<br />

game – traces, that is, how kinesis and play rhythms are organized over time.<br />

1.4. Narrati ve<br />

It has been argued that not all games have stories and that though many games have<br />

narrative ambitions, it is unlikely that they will tell stories the way other media do. In<br />

the pioneering Interactive Book. A Guide to the Interactive Revolution (Pearce 1997),<br />

my colleague Celia Pearce coins the term “narrative architecture”. Pearce argues that<br />

architects, when designing a building, knowingly or not, create “nonlinear experiences<br />

with variable paths or outcomes.” (1997:26) Pearce extends her argument, looking<br />

not only at physical architecture as a medium - a “spaceplay” (ibid.) the designer has<br />

come up with – but also at virtual spaces, multimedia works and games; the latter<br />

which, from her perspective, can be aligned with theme parks. Players, so to say,<br />

enter an environment, visit locations in a certain order and begin to make use of the<br />

space so that it comes alive. Games can thus be seen as narrative spaces in which<br />

storytelling takes places environmentally (Jenkins 2007). Jenkins claims that there are<br />

at least four ways that “spatial stories can evoke preexisting narrative associations;<br />

they can provide a staging ground on which narrative events are enacted; they may<br />

embed narrative information within their mises-en-scène; or they provide resources for<br />

emergent narratives” (2007:57).<br />

Jenkins not only points out that narrative possibilities can be mapped onto and into<br />

gamespace, but also that games are often embedded into larger narrative systems that


communicate story information with the help of books, comics, fi lms, and other media<br />

(2007:57f.). This model reveals that the narrative space of games unfolds within the<br />

games themselves, but also around the games and that the way a game’s story is told<br />

environmentally has both functional and structural implications.<br />

In Hamlet on the Holodeck, Murray argues that digital environments such as those<br />

in digital games feature four unique and essential properties: they are procedural,<br />

participatory, spatial, and encyclopedic (Murray 1997:71). According to Murray, digital<br />

environments are procedural because the defi ning, intrinsic ability of the computer is “to<br />

execute a series of rules” (ibid.), which are fed into the computer engine in the form of<br />

algorithms and heuristics. Murray further holds that digital environments are participatory<br />

because they are responsive to input – an observation that, when considered together<br />

with computers’ inherent capacity to process rules, “is what is most often meant when<br />

we say that computers are interactive” (1997:74). Digital environments represent space<br />

we can move through: “The computer’s spatial quality is created by the interactive<br />

process of navigation” (1997:80). Finally, the infi nite expanses of digital environments,<br />

all potentially networked, enable their fourth characteristic – namely, that they induce<br />

encyclopedic expectation whereby “all the world’s resources seem to be accessible,<br />

retrievable, immediate” (1997:84). Both Jenkins’ and Murray’s framework allow us to<br />

look at digital games as narrative, dramaturgical spaces.<br />

Pioneering adventure games such as (Colossal Cave) Adventure (1976/1977) or<br />

Zork (Infocom 1980; originally developed by MIT students 1977-1979), for example,<br />

are presented entirely textually and serve as outstanding examples of the way game<br />

uncertainty is organized spatially and fi ctionally and the way a game can be viewed<br />

as an integrated narrative gamespace. Both Adventure and Zork exemplify Jenkins’<br />

claims that spatial stories can evoke preexisting narrative associations. In Zork, for<br />

example, the player encounters a text-only interactive underground world fi lled with<br />

technological and fantasy elements. “The surroundings particularly enrich the game and<br />

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give context to the puzzles and fi gures encountered, providing backstory and helping to<br />

defamiliarize the everyday” (Montfort 2007:65). Both Zork and Adventure can be said<br />

to be strongly narrative in that they are quite textually descriptive and that their stories<br />

are embedded into their mises-en-scène. Though Jenkins doesn’t mention it, there is<br />

also a technological explanation for the latter phenomenon: both Adventure and Zork<br />

took advantage not only of the then prevalent command line paradigm, but also turned<br />

a weakness into a strength by turning the uncertainty created by the textuality of both<br />

games into a positive experience of exploring both game narrative and gamespace.<br />

Murray analyzes Zork in the context of her properties of digital environments, considering<br />

the game to be a fantasy world of dungeons that responds to typed commands.<br />

Based on Zork, Murray suggests that the key to creating a compelling participatory<br />

narrative world (something we would call positive valence) is to script the interactor<br />

– in our terms, to provide a formulaic, comprehensible, and usable repertoire of playmovements<br />

like, for example, “Go north,” “Open the window,” and “Drink water,” and to<br />

further extend this repertoire (Murray 1997:79). At the same time, Zork is traversable;<br />

its space is navigationally created by the interactor (1997:80). An event in Zork such<br />

as a trapdoor crashing shut after the player has gone “Down” through it is directed at<br />

and caused by the player – that is to say, the play-other responds in a surprising way.<br />

Together, participation and navigation on the basis of the computer processing rules<br />

co-create dramatic power, or that which we could call the dramaturgical approach to<br />

gamespace.<br />

In contemporary digital games, we can fi nd an abundance of Murray’s encyclopedic<br />

property. In the interactive and cross-media fi ctions of Alternative Reality Games,<br />

players visit Websites to fi nd clues, use databases to research puzzles, and chat with<br />

other players to collaboratively solve the fi ction’s challenges. In fact, these games<br />

require that all the world’s resources be accessible, retrievable, and immediate in order<br />

for the narrative to successfully unfold.


1.5. Typology<br />

In a manner similar to Jenkins and Squire (2002), who were mentioned earlier in the<br />

Contested Space section of this book, Wolf examined screen-based digital gamespaces,<br />

concentrating on gameplay modalities refl ected by visual representation (2002:51ff.).<br />

Though later, Boron critically extended Wolf’s observations (2007), Wolf was the fi rst to<br />

attempt to set different representations and particularities of gamespace into relation,<br />

and name them. In the chapter “Space in the Videogame” of his book The Medium of<br />

the Videogame, Wolf lists eleven types of gamespaces, ranging from no visual space/<br />

all text based, to interactive three-dimensional environments:<br />

● One screen, contained.<br />

● One screen, contained, with wraparound.<br />

● Scrolling on one axis.<br />

● Scrolling on two axes.<br />

● Adjacent spaces displayed one at a time.<br />

● Layers of independently moving planes (multiple scrolling backgrounds).<br />

● Spaces allowing z-axis movement into and out of the frame.<br />

● Multiple, nonadjacent spaces displayed on-screen simultaneously.<br />

● Interactive three-dimensional environments.<br />

● Represented or “mapped” spaces.<br />

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Wolf’s typology is inconsistent, although it manages to comprehensively map the<br />

historical evolution of gamespace from text spaces to one-screen spaces to 3D<br />

environments. In an attempt to formulate a spatial taxonomy, Wolf mixes qualities<br />

of gamespaces such as depth of space and point of view or traversability/navigation<br />

and representation of space. But though he mixes diverse spatial qualities of game<br />

experiences within his analysis, Wolf does not foresee or at least discuss mixed types,<br />

i.e. hybrids. Combinations of types 4 or 5 with 6 are, however, quite frequent, in this case<br />

serving as the basis of a typical sidescrolling Jump-and-Run game. Boron (2007:28),<br />

for example, complements Wolf’s rather rigid – but, all in all, helpful – typology by<br />

introducing more types of gamespaces, like, for example, isometric yet 3D-look-alike<br />

gamespace.<br />

Still, a typological approach to gamespaces should refl ect the many different ways a<br />

game can take place with or without the assistance of computing technologies. Note<br />

that the cited authors discuss digital display-based, i.e. visual spaces only. Adams<br />

(2003:4f.) mentions that even in digital games, we cannot think of visual space without<br />

auditory, tangible, olfactory, or other sensually evoked spaces. And in a pioneering<br />

study, Stockburger (2007) refl ects on how sound affects the spatiotemporal nature of<br />

games, fi nding that in each game, there is an intrinsic rhythm that creates a sonic<br />

space that “aurally traces and defi nes the outer borders of the gameplay process and<br />

thus links the player’s body to the machine” (2007:112). Type, then, can be analyzed<br />

according to the following two major inquiries:<br />

What are the primary physiological – i.e. exteroceptive and proprioceptive – methods<br />

by which the player perceives the game? For humans, exteroceptive possibilities<br />

include vision, audition, gustation, olfaction (see, for example, the Noble prize winning<br />

paper by Buck and Axel (1991), whose research opened the door for the genetic<br />

and molecular analysis and design of olfaction), tactition (see Robles-De-La-Torre<br />

(2006), who investigates the role of touch technology in several application scenarios),


equilibrioception (i.e. balance), and, although not everyone may be able to perceive<br />

fl uctuation in magnetic fi elds, magnetoception. Proprioceptive methods include the<br />

way a game is perceived body-internally, mainly by the relative position of the body<br />

and/or limbs, independent of vision (again, see Robles-De-La-Torre (2006)). Other<br />

senses are called interoceptive senses. One example of such a sense is nociception,<br />

i.e. pain reception, a term coined by Charles Sherrington in The Integrative Action of<br />

the Nervous System (Sherrington 1906), offering a design space for games that has<br />

been successfully examined with the help of the PainStation (2001) game machine<br />

installation. PainStation penalizes players of a Pong arcade game using heat impulses,<br />

electroshocks and a miniature lashing whip built into the machine.<br />

1.6. Perspecti ve<br />

Panofsky’s (1927) infl uential essay tied the idea of perspective to the idea of how<br />

an artistic image depicts space, how the image is produced technically, and how it is<br />

perceived, as opposed to classifying the depicted form. What role does perspective<br />

take on in our context?<br />

It could be argued that our eyes render a physical space as a series of images, that this<br />

stereoscopic image projection can be mathematized, and that like everything else we<br />

see, it is subject to perspective. However feasible this argument, speaking of a physical<br />

experience solely in terms of an image experience – which, if one takes pervasive<br />

games into consideration, can be partially computer generated, thus complicating the<br />

issue – seems far too narrow to explain the experience of (formalized) play practices.<br />

In the context of digital games, we can, however, discuss the way that a space and<br />

a navigator through this space together produce types of perspectives. Naturally, this<br />

discussion would resemble Le Corbusier’s discussion of the promenade architecturale<br />

as well as our discussion of play as a co-created activity.<br />

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Schwingeler (2008) focuses on the way perspective is rendered in computer game<br />

“images,” adapting Wolf’s typology for demonstrating the concept of perspective games<br />

and building theoretically on Manovich, who contends that<br />

Computerization of perspectival construction made possible the<br />

automatic generation of a perspectival image of a model as seen from<br />

an arbitrary point of view – a picture of a virtual world recorded by a<br />

virtual camera” (Manovich 2001:389). And further: “The perspective<br />

algorithm, a foundation of both computer graphics and computer vision,<br />

is used to generate perspectival views given a geometric model and to<br />

deduce the model given a perspectival view (Manovich 2001:395).<br />

So according to Manovich, geometric, i.e. algorithmic vision, is subject to automation.<br />

Schwingeler suggests a name for this hyper-subjective view of the player in games:<br />

arbitrary perspective (2008:140ff.). Perspective in videogames is simulated and fully<br />

mathematized, as Wolf and Boron demonstrated. Manovich and Schwingeler, for<br />

their part, show that in comparison to Renaissance perspective, the construction of<br />

perspective in videogames engenders infi nite possible points of view. This fi nding can,<br />

in turn, be related back to Salen and Zimmerman (2006), who commented that “space,<br />

it seems, is in the eye of the beholder” (2006:67).<br />

Taking all this research together and relating it to our modality dimension of play, we<br />

suggest three possible player perspectives for primarily visually transported games<br />

or play situations:<br />

● A fi rst-person perspective for fully physical experiences.<br />

● An arbitrary perspective for fully computer-simulated, i.e. virtual<br />

experiences.<br />

● A hybrid perspective for experiences involving both physical and virtual<br />

experience.


1.7. Qualiti es<br />

McGregor (2006) suggests that we use architecture as a tool for analyzing the spatial<br />

qualities of games. She furthermore outlines (2007) a collection of six dominant,<br />

recurring patterns of spatial use in screen-mediated games. The following patterns,<br />

McGregor claims, represent overarching confi gurations of gameplay and gamespace,<br />

and the six serve to “describe the majority of gameplay and game space interactions”<br />

(2007:539):<br />

● Challenge Space: Where the environment directly challenges the player.<br />

● Contested Space: Where the environment is a setting for contests<br />

between entities.<br />

● Nodal Space: Where social patterns of spatial usage are imposed on the<br />

game environment to add structure and readability to the game.<br />

● Codifi ed Space: Where elements of gamespace represent other nonspatial<br />

game components.<br />

● Creation Space: Where the player constructs all or part of the gamespace<br />

as part of gameplay.<br />

● Backdrops: Where no direct interaction between the gamespace and the<br />

player occurs.<br />

McGregor herself realizes that there are major correlations between Caillois’ typology<br />

and her patterns of spatial play. However, she only considers these correlations to be<br />

overlaps that “remind us that videogames are both play and a space to play” (McGregor<br />

2007:1). Let us look at McGregor’s patterns in more detail.<br />

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Overt challenge spaces, McGregor argues, are “present in our urban environment yet<br />

for practical and safety reasons are isolated from everyday spaces. (...) In challenge<br />

spaces architecture is an adversary and the landscape an opponent” (2007:549f.).<br />

Küttler (2007), on the other hand, mentions the adversarial potential of gamespace –<br />

for example, in skateboarding – as a possible gameplay enabling function. 19<br />

This comparison between challenge-space-as-function and challenge-space-asenemy<br />

demonstrates that when space itself becomes the player’s challenge, it can be<br />

viewed from at least two perspectives. The fi rst is the game designer’s perspective on<br />

gameplay, in which the spatial trope of space-as-challenge is a function of the design<br />

that blocks unhindered movement. The second is the player’s perspective on gameplay,<br />

in which the function turns into an adversary and the hindrance is recognized only<br />

partially – that is, from challenge zone to next zone. Designers use space to model<br />

activity; players play in order to experience space (in addition to other elements that<br />

shape the play experience). McGregor’s patterns are interesting, yet serve mainly<br />

to spatialize Caillois’ basic model. In addition, by stating that “videogames display<br />

recurrent patterns of spatial use, taken from reality, formalized and altered by the<br />

demands of gameplay” (McGregor 2007:8), McGregor echoes Aarseth’s fi nding that<br />

computer games are fundamentally concerned with forms of spatial representation with<br />

which we are already familiar; in short, that the spatiality of computer games is always<br />

allegorical (Aarseth 2007:44ff.).<br />

There are, however, two interesting exceptions in McGregor’s model, that go beyond<br />

Caillois. These are codifi ed space and backdrops.<br />

Codifi ed space, argues McGregor, serves gameplay as a conduit. In strategy games,<br />

for example, data is spatialized as terrain, building, or object. Terrain, building, or object<br />

19 Compare this to Borden’s analysis of skateboarding architecture as an entity co-created by skater and built<br />

landscape.


are then used as menus that can be accessed by the player precisely because they<br />

all represent forms of spatialized data. By manipulating the spatial representation, the<br />

player manipulates the data. McGregor herself realizes that the concept of codifi ed<br />

space can be linked to Henry Jenkins’ concept of the embedded narrative, according<br />

to which elements of narration are read through spatial elements (2007:6). If we accept<br />

codifi ed space as a category of its own neither derived from Caillois nor covered by<br />

our play pleasure categorizations, then the question is: What kind of other stimulus or<br />

stimuli can stand in for this playspace? Or is this category based on a unique, as yet<br />

unidentifi ed play type?<br />

On the one hand, it could be argued that the fi rst and foremost play pleasure in strategy<br />

games is by defi nition strategizing, which means testing tactics over time. On the other<br />

hand, it could also be argued that all games, unless they contain elements of chance,<br />

require strategizing in that during gameplay, the player must continually test out actions<br />

that may or may not help reach an objective.<br />

It could also be argued that strategy games feature the play stimuli of problem-solving,<br />

directing (as in managing), and achieving in equal measure to strategizing and that<br />

codifi ed data manipulation is not a gamespace pattern per se, but an activity prevalent<br />

when playing a computer game, in which each individual activity – say, riding a horse<br />

– represents the manipulation of data – in the case of the horse, horse data. All objects<br />

in computer games are subject to data manipulation, and all are, formally speaking,<br />

represented by something other than themselves. In videogames, visible architecture<br />

is, as is argued in Learning from Las Vegas, neither a duck symbol nor ugly and ordinary<br />

(Venturi/Scott Brown/Izenour 1977), but a rendered and more or less interactable and/<br />

or navigable entity made of data.<br />

Backdrops are architectures that neither affect nor form gameplay directly; there is no<br />

direct play rhythm that springs from them. McGregor thus calls them “spatial pastiches”<br />

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(McGregor 2007:8). As a category for speaking about gamespace and game spatiality,<br />

McGregor’s backdrop is a valuable conceptual contribution. We suggest, however, that<br />

one instead look at atmosphere in the context of function, as outlined in the following<br />

section. In summary, McGregor’s approach can be called a qualitative one in that it<br />

studies how gameplay and gamespace interact to generate re-occuring spatial qualities.<br />

1.8. Functi on<br />

In this subsection, we will briefl y introduce and critically discuss what we will call the<br />

functional view of ludic space, exemplifi ed by Adams (2002) and Küttler (2006), who<br />

expands and modifi es Adams’ model.<br />

1.8.1. Primary and Secondary Functi ons of Ludic Space<br />

In an article for online game development portal Gamasutra.com, Adams (2002)<br />

introduces the concept of architectural functions to the discussion of space and<br />

spatiality in videogames. In a hands-on discussion mainly directed at professional level<br />

and game designers, the term architecture is used to connote the “traditional role of<br />

designing constructed edifi ces and landscapes” (Adams 2003:3). According to Adams,<br />

then, architecture embodies graphically constructed ludic space in videogames.<br />

Adams distinguishes between two different functions of architecture in videogames.<br />

The fi rst function is to present the player with challenges and shape and support the<br />

actions available; in other words, to support the gameplay of the game. The secondary<br />

function, on the other hand, is “to inform and entertain in its own right way” (ibid.). Table<br />

5 paraphrases the most important forms crucial to each function. From our perspective,<br />

these functions are kinetic properties that determine how play rhythms come into<br />

being. Note that the “exploration” fails to describe what Adams means in architectural


terms; as a substitute, we suggest using the term “orientation,” which also embodies<br />

the concept of disorientation (i.e. that the spatial situation affords limited orientation or<br />

none at all).<br />

Adams (2002): Functions of architecture in videogames<br />

Primary function Gameplay role<br />

Constraint Provide boundaries; guide player; constrain player; challenge.<br />

Concealment<br />

Obstacles or tests of skill<br />

Offer protection to player; hide game elements from player; surprise<br />

player.<br />

Challenge player’s logic and observation; challenge player’s<br />

hand-eye coordination.<br />

Exploration<br />

Orient player; help player understand gamespace; in mazes:<br />

disorient player - orientation<br />

Secondary function Gameplay role<br />

Familiarity Offer place and event related cues to the player.<br />

Allusion Refer to real architectural styles to evoke mental images.<br />

New worlds Create a sense of unfamiliarity.<br />

Surrealism Warn player about game’s surreal rules.<br />

Atmosphere<br />

Inspire an emotion via an object that gives visual form to that<br />

emotion.<br />

Cliché<br />

Set scene and establish / meet player expectation, but without<br />

referring to real-life architecture (see familiarity).<br />

Table 5<br />

An overview of functions in relation to their gameplay role after Adams (2002).<br />

One could argue that Adams’ general view of architecture as landscape and structure,<br />

as well as his view of architecture in videogames, seem quite conventional. Although<br />

Adams himself even suggests as much, it is undeniable that his contribution has<br />

been highly valuable, at least for the fi eld of game design, in that it helped establish a<br />

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vocabulary of spatial confi gurations and their effect on gameplay. In our opinion, the<br />

underlying assumption of Adams’ model can be traced to the father of architectural<br />

modernism, Lewis H. Sullivan, and his widely known design law, derived from natural<br />

observation, that “form ever follows function” (Sullivan 1896). So how does Adams<br />

relate to Sullivan?<br />

We can illustrate the relationship between the two by applying Sullivan’s “law” to an<br />

ideal videogame. A design brief for such a hypothetical game would likely mention that<br />

the desired result should:<br />

● have a form that makes clear to the player what type of game it is (for<br />

example, an action-adventure game);<br />

● express to the player both its inner life – “the native quality” (ibid.) that<br />

many would agree is the game’s rule-base – and the nature of its materials,<br />

construction, and purpose;<br />

● reveal its structure when played;<br />

● avoid unnecessary decoration (cf. Sullivan 1896).<br />

Although (or because) Sullivan’s “law” may indeed be somewhat conventional and<br />

has been widely criticized as a principle of a biologistic Modernism, it is part of the<br />

accepted architectural discourse and a compulsory topic in architectural and other<br />

design schools.<br />

1.8.2. Additi onal Primary Functi ons<br />

In her German language master’s thesis in architecture at the University for Applied<br />

Sciences Bochum, Küttler (2006) refers to both Sullivan and Adams – so implicitly to the<br />

former, explicitly to the latter. Küttler expands Adams’ model and makes some valuable


observations that complement his functional hold on gamespace. Unfortunately, Küttler<br />

dismisses Adams’ orientation function without clearly explaining why.<br />

We can understand Küttler’s categorization as a hands-on and helpful approach to<br />

aspiring designers for considering kinetic forms embedded into the gamespace.<br />

Because Küttler argues descriptively, often forsaking a structured and obvious<br />

system of sub-classifi cation, we have here supplemented her categorization with the<br />

italicized terms:<br />

● Boundaries: Adams calls this category constraint, cf. Adams (2002).<br />

A game needs borders. These can be macro borders that defi ne the<br />

gameworld (e.g. an ocean shore as the end of the world) or micro<br />

borders that guide, restrict, or divert the player (e.g. a street, an open<br />

door, obstacles blocking the player’s path). In a very concrete sense,<br />

boundaries are representations of the demarcational concept of the<br />

magic circle.<br />

● Game content and game goal: Architectural design and urban planning<br />

can be both the content and objective of a game. The game’s main<br />

function, then, is designing, constructing, and managing, all of which are<br />

embodied in the “creation” play stimulus, as mentioned earlier (Fritz 2004).<br />

Adams and Rollings (2006) suggest a whole genre for this function, which<br />

they call “construction and management simulations.” Likewise, Küttler,<br />

Adams and Rollings cite Sim City as the most typical computer game that<br />

represents free-form construction and construction from default settings<br />

(Adams and Rollings 2006:596).<br />

● Challenge and opponent: Adams calls this category “obstacles or tests<br />

of skill” (Adams 2002). Küttler means that architectures in games often<br />

represent challenges that must be overcome by the player or sometimes<br />

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even opponents that must be vanquished by the player. Küttler offers the<br />

example of the Tony Hawk skateboarding game series, in which a player<br />

must look for a ramp on which to perform an ideal stunt; for that player,<br />

the environment actually becomes the opponent against which one must<br />

play. In her contribution to the book Space Time Play, Küttler reviews Tony<br />

Hawk and, in doing so, clarifi es the terminology. When architecture in Tony<br />

Hawk becomes the challenge of the game and topography the opponent,<br />

Küttler explains, the role of architecture can also serve as ally. When the<br />

player spots a perfect edge for carving (Küttler 2007:125), for example,<br />

the environment is not longer foe, but friend. Küttler suggests we call<br />

this phenomenon an utilizability function. But is Küttler’s characterization<br />

suffi ciently precise? Not all environmental challenges, topographical or<br />

not, automatically render an environment an opponent. Thus we suggest<br />

differentiating between degrees of functional opposition. Depending<br />

on the type of kinesis involved, these degrees could be characterized<br />

as follows:<br />

• Challenge: The gamespace or property thereof minimally<br />

challenges the player (for example, a gap to jump across).<br />

• Opposition: The gamespace or a spatial property thereof<br />

opposes the player in a problem situation for which a solution<br />

exists.<br />

• Antagonism: The gamespace or a spatial property thereof<br />

strongly oppose the player throughout gameplay or for a portion<br />

of gameplay.<br />

• Assailantism: The gamespace or a spatial property thereof<br />

attacks the player.


● Protection: In Adams’ model, this is known as “concealment” (Adams<br />

2002). As the player’s ally, the gamespace can protect or support the<br />

player in performing an activity. For example, environmental shading<br />

in stealth games serves the protection function. Similar to the degrees<br />

we have defi ned for functional opposition, we can also detect varying<br />

qualities of spatial support, which we can term functional support.<br />

We suggest some exemplary, architecturally sound terms to describe<br />

positive interactions between player and gamespace: alliance,<br />

adjustment, support, etc.<br />

● Symbol: Like McGregor (2007), Küttler recognizes the symbolic<br />

function architecture can have in gameplay and cites construction<br />

simulations in which functionalities are symbolized by architecture.<br />

● Game progress reward: Graphical representations can serve as<br />

a reward and, simultaneously, an incentive. In both God of War<br />

PlayStation 2 games, the lavishly beautiful graphics encourage the<br />

player to keep on playing, to explore the next section in the game.<br />

The same can be said of the architecture in ICO (Team Ico / Sony<br />

Computer <strong>Entertainment</strong> 2001). Pre-rendered cut scenes serve a<br />

similarly encouraging function.<br />

● Architecture as an interface to player reality: In designated digital<br />

environments such as Second Life (Linden Research 2003), playercreated<br />

content such as clothing, houses, vehicles, animations,<br />

or games is not only permitted, but constitutes the basis of the<br />

world’s attraction. Today, we understand that a game such as Spore<br />

(2008) takes the idea of player creation much further, letting clients<br />

create not only world objects, but also creatures, which can then be<br />

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shared with other players during gameplay. Players create their own<br />

gameplay and gameplay world within the constraints of the game’s<br />

design. Because Küttler’s term is a bit clumsy, we suggest renaming<br />

this category player-created architecture.<br />

1.8.3. Summary: A Merged Model of Functi onal Forms<br />

Küttler (2006) provides four new functional categories for how architecture in games<br />

supports gameplay, while paying no further heed to Adams’ “exploration” function. If we<br />

merge both models, insert fi ndings from other researchers, and include the suggestions<br />

presented in our own critical discussion, we can identify eight primary functions in the<br />

construction of ludic architecture:<br />

● Constraints and boundaries<br />

● Concealment and protection<br />

● Opposition<br />

● Orientation<br />

● Objective<br />

● Symbol<br />

● Reward<br />

● Player creation<br />

Secondary functions, as can be seen from Adams’ list, are functions that program<br />

mindset and emotion in the player. As Fullerton argues (2008), they serve dramaturgical<br />

ends, whereas primary functions serve formal ends. Secondary functions are thus


esponsible, for example, for what can be called spatial premise. We will thus call primary<br />

functions formal functions and secondary functions dramaturgical functions. The<br />

latter assist in arousing feelings of association and curiosity in the player, to which the<br />

gameplay then caters. Stylistically speaking, the expectations raised by dramaturgical<br />

functions can be ignored, rather than met. For example, it can be charming to set a<br />

game in the desert, give it a Western feeling, and then merge it with an alien zombie<br />

theme.<br />

It is thus clear that the list of dramaturgical functions suggested by Adams can be<br />

extended endlessly and that the inscenation of gamespace is, rhetorically speaking, a<br />

question of stylistics discussed, as it were, throughout Space Time Play (Borries/Walz/<br />

Böttger 2007).<br />

1.9. Summary: Space and Spati ality<br />

in Game Research<br />

In this section, we gathered major academic and design approaches for explaining<br />

how space in games is constructed and how it constructs games. Based on these<br />

approaches, we can conclude here by offering several typical questions one should<br />

ask about games when considering their spatial construction and programming.<br />

These questions should be helpful for anyone analyzing or designing games. Table 6<br />

provides an overview of the concepts introduced, each concept’s major inquiry, and a<br />

classifi cation of the various types of approaches. The table sums up the dimensions<br />

of our conceptual gamespace from a game research perspective; these are the<br />

locative, the representational, the programmatic, the dramaturgical, the typological, the<br />

perspectivistic, the qualitative, the form-functional, and the form-emotive dimensions.<br />

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Concept Contributor(s) Inquiry Approach<br />

The Magic<br />

Circle<br />

Salen and Zimmerman<br />

(2004)<br />

Where and when does a game take<br />

place, and how is it demarcated or does<br />

it demarcate itself from the everyday?<br />

Allegory Aarseth (2007) How does the digital game represent<br />

and implement space and with the help<br />

of what kind of physicality deviation?<br />

Contested<br />

space<br />

Jenkins and Squire<br />

(2002)<br />

Narrative Pearce (1997); Murray<br />

(1997); Jenkins (2007)<br />

Type Wolf (2002); Boron<br />

(2007); spw<br />

Perspective Manovich (2001);<br />

Schwingeler (2008)<br />

How are the game environment and<br />

game elements implicitly and explicitly<br />

constructed to program kinesis and play<br />

rhythms (i.e. gameplay)?<br />

What experience does a spaceplay<br />

designer intend to bring forth? How is<br />

the narrative embedded into the game?<br />

How can the player participate? And how<br />

can the story be navigated?<br />

What are the primary physiological<br />

methods by which the game is<br />

perceived, and what are the main spatial<br />

qualities these methods use?<br />

Which of the theoretically infi nite number<br />

of perspectives does the player take on<br />

to play the digital game, over time?<br />

Quality McGregor (2007) How do gameplay and gamespace<br />

interact, and what kind of re-occurring<br />

qualities do they generate?<br />

Primary &<br />

secondary<br />

function<br />

Adams (2002); Küttler<br />

(2006)<br />

How is the gameplay of a videogame<br />

supported and instantiated by game<br />

architecture, and how does this<br />

architecture affect the player?<br />

Locative<br />

Representational<br />

Programmatic<br />

Dramaturgical<br />

Typological<br />

Perspectivistic<br />

Qualitative<br />

Form-functional<br />

and formemotive<br />

Table 6<br />

An overview of introduced gamespace concepts and a classification of the various types<br />

of approaches.


Our table illustrates that the wide variety of computationally driven as well as coming<br />

hybrid ludic spaces can be approached from a number of perspectives. Eventually,<br />

the table also underlines that for both designerly and analytical purposes, a more<br />

wholesome view of space and spatiality in games is needed; this will address a game<br />

situation from at least the standpoints we have identifi ed.<br />

2. Approaches to Games<br />

in Architectural Research<br />

Recent digital game-related university research in architecture can be roughly divided<br />

into the following classifi cations:<br />

● A rhetorical discourse claiming that architecture is a game.<br />

● Experimental approaches using game technologies for creating<br />

architectural virtual reality models.<br />

● A cross-disciplinary discourse aiming to pair the two design disciplines of<br />

game design and architectural design.<br />

Note that we will not examine forms of game applications that are explicitly aimed<br />

at providing play pleasure. We also do not spend much time investigating the use of<br />

game technologies like 3D game engines. The main interest here is to frame play and<br />

interactive entertainment architecturally in a research context.<br />

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120<br />

2.1. The Rhetoric of<br />

“Architecture as Game”<br />

The fi rst research discourse we will mention is the investigation of “architecture as<br />

game.” It is being spearheaded by experimental architect Kas Oosterhuis from the<br />

TU Delft, where Oosterhuis’ Hyperbody Research Group conducts research into<br />

the interactivation of building structures and components. The group examines, for<br />

example, the degree to which prototypical computer controlled physical building<br />

structures change their shape or move themselves with the help of tube structures and<br />

“muscle” joints, often as a consequence of an interaction with a human participant.<br />

Consequently, at the fi rst Game Set and Match conference organized by Oosterhuis<br />

and his group, it was proclaimed that “Architecture becomes a game being played by<br />

its users,” whereby users set the parameters of the built “science fi ction” environment<br />

designed by architects (Oosterhuis 2006:3f.).<br />

Similarly, at the second Game Set and Match conference in 2007, Oosterhuis and<br />

Jaskiewicz (2007) called for cooperative, “multiplayer design” in architecture, which<br />

they believe will accelerate the design process of “single-player design” and enable the<br />

exploration of all potential design alternatives: “Designing architecture is serious play. It<br />

is a game whose goal is to create a great building. It is a game designer’s need to play<br />

according to the rules of physics, economy and society. It is by nature a multiplayer<br />

game in which many specialists need to work together to increase their prospects to<br />

win” (2007:358). Regardless of the impressive projects created by Oosterhuis’ group,<br />

such as the interactive and kinetic Muscle Tower – the rhetoric set out in the words<br />

cited underlines Sutton-Smith’s thesis that fi elds tend to use play rhetorically if they<br />

aim at persuading. This kind of ideological arguing is usually palpable in the more<br />

artistically oriented design disciplines, and Oosterhuis and his team are no exception.


In toto, we can conclude an ideological dimension of game-space, as it is not clear<br />

which goal the proclaimed game of architecture serves - what rules it is played by;<br />

whose purposes it defers to etc.<br />

2.2. Games for Architectural Experimentati on<br />

and Visualizati on<br />

From very early on, fi rst-person shooters such as Doom (1993) and, in particular, their<br />

level editors, have been used in Computer Aided Architectural Design research and<br />

teaching as a means by which to explore and construct virtual realities that exist within<br />

the constraints of a computer display, cf. Engeli (2003).<br />

In the discourse that has emerged regarding this topic, games and game technologies<br />

are framed as vehicles used to realize spaces that are not intended to be mere<br />

gamespace, but rather as demonstrations of how space can be virtually realized. Given<br />

their performance power and unsurpassed programming fl exibility, it should come as<br />

no surprise that the interaction and rendering possibilities of game engines are widely<br />

used to virtually experiment with space and to create walkthroughs for clients. Because<br />

the discourse on this subject focuses mainly on the usage of game technologies, it can<br />

be said to contribute a technological dimension to gamespace literature.<br />

Let us contextualize this dimension. More broadly speaking, “<strong>Entertainment</strong> is a key<br />

driver for the development of technology” (Cheok et al. 2007:128). We can turn this<br />

argument around and state that technology development is also a driver for digital<br />

game development and, by extension, that game technologies are increasingly used<br />

outside of the game industry. Because technologies are constantly evolving, new<br />

models of gameplay are being constantly introduced at the concept level, during the<br />

prototype stage, for beta games, and, fi nally, for full-blown game experiences. In the<br />

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future, novel game technologies will constantly contribute to architectural and CAAD<br />

experimentation.<br />

2.3. “Space Time Play”:<br />

Game Design and Architecture<br />

A third discourse – by far the most relevant contribution not only to the fi elds of<br />

architecture/CAAD and urban planning, but also to game design and game studies<br />

– is represented by the book Space Time Play. Computer Games, Architecture and<br />

Urbanism: The Next Level (STP), co-edited by the author. STP, which is often cited<br />

throughout these pages, is an attempt to bring together game designers, scholars,<br />

architects, and urban planners in a discussion on the relationship between space and<br />

digital games. The book’s concept and structural organization will be briefl y discussed<br />

in the following section. This discussion serves as a complement to the preceding<br />

review of spatiality concepts in game studies and game design, adding what can be<br />

called the “uniqueness” approach to the picture. STP’s dedication to bringing together<br />

experts from various fi elds is refl ected in the two questions that precede the book’s<br />

introduction:<br />

● Why should an architect care about computer games?<br />

● What can a game designer take from architecture?<br />

Compared to the research presented in the preceding sections, the book provides<br />

an explicitly stated dialectic perspective. STP not only inquires into the unique way<br />

that space confi gures gameplay and vice versa, but also asks how games can be<br />

useful to architects and urban planners either as a source of technology, a method of<br />

simulation during the design process, or an actual design result – or any combination


thereof. In many ways, STP was intended to serve as a vade mecum to Toward a Ludic<br />

Architecture, and has been quite effective in doing so. In the following section, the<br />

intent and structure of STP are briefl y outlined, as is its role in this book.<br />

2.3.1. Book Concept<br />

STP was conceptualized as a journey through the spaces of computer and videogames<br />

in the form of a book. It was intended as an exploration of the unique spaces experienced<br />

in games – the spaces collaboratively and playfully generated in digital networks and<br />

the hybrid ones created through the overlapping of the digital and the physical. Starting<br />

from scratch, we editors aimed to produce a comprehensive and interdisciplinary<br />

compendium on the subject, one that would examine the history and present of digital<br />

gamespaces and thereby provide diverse perspectives on the future of our mediainfl<br />

uenced conceptions of behavior and space and on the game culture of tomorrow.<br />

The title of the book was inspired by Siegfried Giedion’s 1941 book, Space, Time and<br />

Architecture: The Growth of a New Tradition, which puts modern architecture and its<br />

typologies in their social and chronological context. Conceptually, STP attempted to<br />

show that as in Giedion’s day, we again face the development of new typologies of space<br />

– spaces that are found in videogames, spaces that emerge from the superimposition<br />

of the physical and the virtual, and spaces that are constituted by the convergence of<br />

“space,” “time,” and “play.”<br />

2.3.2. Outline<br />

In STP’s introductory outline, we argue that computer games are part and parcel of<br />

our present, and that the audiovisual language of games and the interaction processes<br />

associated with them have worked their way into our everyday lives. Yet without space,<br />

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we point out, there is no place at which, in which, or even based on which a game can<br />

take place. Similarly, the specifi c space of a game is bred from the act of playing, from<br />

the gameplay itself. We editors propose that the digital spaces so often frequented by<br />

gamers have changed and continue to change our notion of space and time, just as fi lm<br />

and television did in the 20th century.<br />

Games create sustainable environments that go beyond the realm of fi lm and<br />

television. With the spread of the Internet, online role-playing games have emerged<br />

that are often less focused on winning and losing and more focused on the cultivation<br />

of social communities and human networks that are eventually extended into ”real”<br />

life. Equipped with wireless technologies and GPS20 capacities, computer games<br />

have abandoned their original home – the stationary computer – and made their way<br />

into physical space as mobile and pervasive applications. So-called Alternate Reality<br />

Games cross-medially blend together, such as, the Internet, public phone booths, and<br />

physical places and conventions in order to create an alternative ludic reality. Architects<br />

and urban planners are using game engines to visualize their models and fabricate<br />

walkthroughs. Games serve as methods during the architectural design process or can<br />

even result from design processes – when, for example, various physical monuments<br />

are overlaid with a virtual component that connects the monuments with the help of<br />

game mechanics. Games can trigger and support both utopian and dystopian thinking,<br />

and we STP editors argue that it is up to architects, urban planners, and game designers<br />

to forge the future of ludic interactive space-time (Borries/Walz/Böttger 2007:11ff.).<br />

20 Short for Global Positioning System. GPS is a satellite navigational system formed by 24 middle earth orbiting<br />

satellites and their concurrent receivers on earth. GPS was developed and is still maintained by the U.S.<br />

Department of Defense, though it was originally named NAVSTAR (Navigation System with Timing and Ranging).<br />

By exchanging data among themselves and with a receiver (mounted, for example, in a car), a minimum of three<br />

satellites enable the GPS system to calculate the longitude and latitude of the receiver, as well as its height (what<br />

does it mean to calculate the receiver’s height?). You can fi nd a variety of GPS and geodetic related resources at<br />

the U.S. Department of Commerce’s National Geodetic Survey Website: http://www.ngs.noaa.gov/geodetic_links.<br />

shtml.


2.3.3. Dramati c Structure<br />

With STP, we dramatized the fact that the spaces of computer games range from twodimensional<br />

representations of three-dimensional spaces to complex constructions of<br />

social communities, to new conceptions of, applications for, and interactions between<br />

existent physical spaces. The synergies between computer games, architecture, and<br />

urbanism are refl ected upon from diverse perspectives in essays, short statements,<br />

interviews, descriptions of innovative projects, and critical reviews of commercial<br />

games.<br />

2.3.4. Formal Structure<br />

STP contains fi ve “levels” – that is, chapters that address the topic through a number<br />

of lenses:<br />

● In the fi rst level, The Architecture of Computer and Videogames, the<br />

contributors outline a short spatiotemporal history of the architecture of<br />

games. They seek to answer two questions: What are the elements that<br />

constitute spatiality in games, and what type of interaction do they afford?<br />

Also in this section, architects express a great deal of interest in the spatial<br />

qualities and characteristics arising from milestone computer games and<br />

the ways in which these could impact contemporary architecture.<br />

● In level two, Make Believe Urbanism, the contributions focus on the<br />

social cohesion of game-generated spaces. Authors focus on two general<br />

questions: How are digital metropolises constructed, and how are their<br />

community spaces produced and maintained?<br />

● The third level, Ubiquitous Games, demonstrates how physical space<br />

changes and expands when it is metamorphosed into a “game board,”<br />

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a new locality, or a place-to-play (which, on other occasions, has been<br />

referred to as “playce,” cf. Walz and Ballagas (2007) as well as Walz<br />

(2007)).<br />

● Serious Fun is the name of the fourth level, which presents examples of<br />

games that serve both architects and urban planners as instruments for<br />

designing and planning.<br />

● The concluding fi fth level, Faites Vos Jeux, refl ects upon the cultural<br />

relevance of games today and in the future; contributors examine the<br />

current and future desirability of certain gamespaces.<br />

To navigate the book, a reader does not need to adhere to the proposed level structure.<br />

Though STP is formally organized into the aforementioned “levels,” its table of contents<br />

also offers a structural overview of the book’s content organized according to format<br />

(i.e. essay, interview, etc.).<br />

It is important to note that no contribution exceeds a length of six pages. This<br />

represents a conscious effort on the part of the editors to keep the reader browsing and<br />

to provide a bricolage perspective on the questions that guide the book. The length<br />

limitation on contributions also forced authors to streamline their arguments and be as<br />

straightforward as possible.<br />

One of the book’s central messages is visually expressed by the block of author<br />

names featured on the back cover – namely, that the total conceptual space of a game<br />

is formed by many unique contributions, and that the spaces we fi nd in games are<br />

unique not only by design, but also because each player uniquely experiences those<br />

games during each game session. This “uniqueness approach” complements the other<br />

approaches to digital gamespace, as discussed earlier in this book.


In toto, the fi nal collection of contributions in STP can be thought of as the empirical<br />

data on which Toward a Ludic Architecture is built.<br />

2.3.5. Summary: The Genius Loci of a Game<br />

STP brought together game studies scholars and game design researchers in an<br />

effort to catalog and critically discuss the new typologies of space resulting from<br />

computer games. In addition to managing a wide array of voices, the book celebrated<br />

an approach towards games as unique architectures; these can be seen as its two<br />

primary accomplishments. This “unique architectures” stance, then, can be considered<br />

the fi nal dimension of our conceptual gamespace: the consideration of game worlds as<br />

autonomous world phenomena governed by specifi c game rules that produce specifi c<br />

combinations of play stimuli and play rhythms in order to entertain users.<br />

In the spirit of Norberg-Schulz (1980), who vehemently argues that places both natural<br />

and artifi cial should be understood as totalities – that is, as aggregate phenomena<br />

of qualities irreducible to single idiosyncratic features – we call this the genius loci<br />

dimension of gamespace. Even if computer games thus far only feature a limited set<br />

of repetitive fantasy and science fi ction motifs, game architecture is always unique<br />

in the sense of Norberg-Schulz’s “phantastic” and, as an allegory of physical space,<br />

mysterious. The promenade architecturale in games is not only ludic; it is magical.<br />

STP Levels 3 and 5, in particular, demonstrate how the fi ctional play-worlds of games<br />

are being increasingly superimposed onto physical architecture, a process that results<br />

in the creation of the next level of game architecture. In order for this process to evolve,<br />

architects must concern themselves with computer games, and game designers must<br />

be willing to learn from architecture.<br />

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128<br />

2.4. Summary:<br />

Games in Architectural Research<br />

We have identifi ed three major gamespace dimensions from an architectural and urban<br />

planning perspective. These have been gathered together in Table 7, which provides<br />

an overview of the rhetorical, technological, and Genius Loci dimensions.<br />

Concept Contributors Inquiry Approach<br />

Architecture as a<br />

game<br />

Game technology as<br />

vehicle of architectural<br />

experimentation<br />

Game Genius Loci All contributions to<br />

Borries/Walz/Böttger<br />

(2007)<br />

Oosterhuis (2006) Where and when does a<br />

game take place, and how<br />

is it demarcated or does it<br />

demarcate itself from the<br />

everyday?<br />

Engeli (2003) How can games and<br />

game technology be used<br />

for research and teaching<br />

in architecture and<br />

CAAD?<br />

Why should architects<br />

care about computer<br />

games, and what can<br />

game designers learn<br />

from architecture?<br />

Table 7<br />

An overview of the approaches identified from architectural research.<br />

Rhetorical<br />

Technological<br />

Phenomenological


3. Conclusion: Gamespace<br />

In the previous section, we mapped out the dimensions of a gamespace. For this<br />

purpose, we reviewed and updated major research advances in the fi elds of both game<br />

studies and game design, as well as architecture and urban planning. The dimensions<br />

derived based on this information represent ways to become aware of, to analyze, and<br />

even to conceptualize gamespace.<br />

In conclusion, we will relate the gamespace dimensions to the playspace dimensions,<br />

for the purpose of formulating useful and meaningful questions that can assist game<br />

researchers as well as architects in analyzing ludic activities as human practices in<br />

space and to frame their analyses architecturally.<br />

The sketch presented here – see Table 8A - 8B – represents a fi rst attempt to consider<br />

the next level of architecture and game design and should be treated as a draft, not<br />

a fi nal copy. It is hoped that in the future, this framework will be further specifi ed and<br />

optimized and will serve as a bridge between the disciplines of game design and<br />

architectural design / CAAD. Note that the matrix below does not incorporate the<br />

playspace dimension of ambiguity nor the related rhetoric dimension of gamespace;<br />

Sutton-Smith has treated these topics at length, and the fi eld of serious and persuasive<br />

games is interesting, but not related to our discussion. We also neglect to include<br />

McGregor’s categorizations, as they are covered by other dimensions.<br />

Our exercise of moving toward a ludic architecture will now be completed by applying<br />

ideas from our conceptual playspace and gamespace to existing play-grounds –<br />

inventories of spatial confi gurations that can be viewed as a kind of archaeology. In<br />

other words, we will now take an historically motivated look at the play-grounds we<br />

play on.<br />

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130<br />

DIMENSIONS OF PLAYSPACE<br />

DIMENSIONS OF GAMESPACE Player Modality<br />

Locative<br />

Representational<br />

Programmatic<br />

Dramaturgical<br />

Typological<br />

Perspectivistic<br />

Form-functional &<br />

form-emotive<br />

Technological<br />

Phenomenological<br />

Where in the game is the player, and<br />

where is the game for the player?<br />

How is the player represented in the<br />

gamespace? How is the game represented<br />

to the player?<br />

What does the player do in the game, and<br />

how does the player do it?<br />

How does the player traverse the narrative<br />

space? How does the narrative affect<br />

the play experience?<br />

How does the game locale affect or<br />

determine the way the player perceives<br />

the game?<br />

How does the perspective affect the way<br />

the player is present in the game?<br />

How do spatial functions affect the<br />

player?<br />

How do technologies affect the player<br />

spatially, and how can the player affect<br />

game technologies in space?<br />

What makes the game a unique space for<br />

the player?<br />

In what modalities of location, when, and<br />

for how long does the game take place?<br />

What kind of spatial representation is<br />

chosen for which modality and vice<br />

versa?<br />

How does gameplay vary over modalities?<br />

How are transitions handled, and is<br />

consistency achieved?<br />

How is the narrative designed for each<br />

modality, and how does modality affect<br />

the narrative?<br />

How do play modalities affect or determine<br />

the way the game is perceived?<br />

How does perspective change from<br />

modality to modality, and how are the<br />

changes designed?<br />

How are functions spatially relayed? Using<br />

what modality?<br />

How do technologies enable facets of<br />

modalities and new types of space, and<br />

how do modalities affect technologies?<br />

What is the sui generis quality of the<br />

game achieved with the help of modalities?<br />

Table 8A<br />

A draft framework for analyzing and potentially designing ludic activities as human practices in space.


Kinesis Enjoyment Context and Culture<br />

How does the location affect kinesis and<br />

play rhythms between player and playother<br />

and vice versa?<br />

How does the game’s spatial representation<br />

affect and determine kinesis and play<br />

rhythms between player and play-other?<br />

What are the rules of the game? How are<br />

kinesis and play rhythms formalized?<br />

In what way does the narrative unite player<br />

and play-other? How does the narrative<br />

relate to (or purport) play rhythms?<br />

Through which channels do player and<br />

play-other relate?<br />

In what ways does the perspective bind or<br />

connect player and play-other and enable<br />

play rhythms?<br />

Which functions cause specifi c types of<br />

kinesis and play rhythm and vice versa?<br />

How do technologies enable kinesis and<br />

play rhythms?<br />

What kind of unique kinesis and play<br />

rhythms do we trace?<br />

Table 8B<br />

Draft framework continued.<br />

What is the play pleasure set of the<br />

game’s locale? What emotions does the<br />

site inspire? How does the enjoyment<br />

defi ne the locale?<br />

How and to what extent is the spatial representation<br />

responsible for enjoyment?<br />

How does enjoyment affect representation?<br />

What part of gameplay triggers what kind<br />

of play pleasure?<br />

What part of the story embodies what<br />

type of play pleasure? How does enjoyment<br />

affect the drama?<br />

What kind of perceptive channel is associated<br />

with each play pleasure? When<br />

does a sensation become unpleasant?<br />

How does the perspective infl uence the<br />

enjoyment of the game? What types of<br />

play pleasures are preferable?<br />

How are primary and secondary spatial<br />

functions coupled with enjoyment types?<br />

Which technologies and technological<br />

products are enjoyable for which type of<br />

play pleasure?<br />

How does the gamespace achieve a<br />

singular play pleasure?<br />

How do the context and culture of the<br />

play site affect the play site?<br />

How does the spatial representation<br />

affect the culture and context and vice<br />

versa?<br />

How do culture and context determine<br />

the gameplay of a game?<br />

How do context and culture affect the<br />

narrative? How does the narrative affect<br />

or relate to context and culture?<br />

How do context and culture affect the<br />

choice of the primary physiological<br />

channel and vice versa?<br />

Do culture and context determine<br />

perspective? How does the perspective<br />

affect the game’s context?<br />

How do context and culture determine<br />

the game’s functional structure?<br />

How do color and context affect the application<br />

of technologies? How do game<br />

technologies affect the space of culture?<br />

How have context and culture affected<br />

the uniqueness of the game, and how<br />

does that uniqueness impact culture and<br />

context?<br />

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PLAY-GROUNDS<br />

132


PLAY-GROUNDS: AN<br />

ARCHAEOLOGY OF LUDIC<br />

ARCHITECTURES<br />

“There is a long cultural tradition of spatial games – games like hide-and-seek and<br />

treasure hunt (...) which, of course, go back centuries before the computer” (Mitchell<br />

2007:408). Are spatial games, then, only to be thought of in terms of hide-and-seek and<br />

treasure hunts?<br />

In the following pages, a number of architectural formats are presented and considered<br />

as spaces that allow for or embody play activities or even games – in other words, ludic<br />

practices in space well beyond treasure hunts and hide-and-seek. To a certain extent,<br />

this short inventory also serves to illustrate precursors to (ubiquitous) games – these<br />

precursors can serve as design metaphors that designers can consider for their work.<br />

Yet, the role of computing technologies is not the main focus of these discussions;<br />

games are sometimes referenced, but not always. Rather, we intend to present an<br />

archaeology of playspace and gamespace as a means to achieve the overall goal<br />

of formulating a ludic architecture – a non-exhaustive pool of possible spaces that<br />

represent ludic qualities. Pay special attention to links between entries, which are<br />

bolded and underlined to indicate that they represent interesting trajectories.<br />

One inspiration for this episodic organization are the writings by Georges Bataille,<br />

the brilliant, crazy, and highly entertaining poet-theorist who interpreted architectural<br />

metaphor and form as means to cement an existing order and “literal manifestation<br />

of social structuration” (Leach 1997:20). In light of this view, architectural theorist Neil<br />

Leach deems Bataille “a theorist against architecture.” But Leach is mistaken; Bataille,<br />

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especially in the short and episodic entries in his still-incomplete Documents dictionary,<br />

aimed to express, often drastically, the way that architectures in and of themselves can<br />

express the soul of a given society – a kind of space, that is.<br />

We call the following ludic constructions of space play-grounds, a term we borrow<br />

from Huizinga (1971:10) and prefer to the concept of the magic circle or Buytendijk’s<br />

playing-fi eld mentioned earlier in this work. Using the magic circle concept would be<br />

inappropriate, for our discussion aims to discuss the ludic qualities of physical spaces<br />

rather than analyze these spaces as gamespaces. In the following episodes, games<br />

are only referenced where appropriate. As Alberto Iacovoni points out in Game Zone, a<br />

marvelous pamphlet on the interplay of play, games and architecture:<br />

The term playground generally indicates the areas that are set aside<br />

in gardens and urban parks for children to play: delimited, controlled<br />

spaces that are protected from the intrusion of the adult world by a high<br />

rail fence (...). The desolation of these playgrounds is the mirror image<br />

of a society which leaves very little space to playing, unless it is behind a<br />

fence, beyond the box offi ce of a theme park, imprisoned and neutralized<br />

within the confi nes of “free time” (Iacovoni 2004:19).<br />

In this book, by contrast, the term play-ground expresses the possibility that play<br />

can take many forms and take place in many locations. Note that play-grounds are<br />

not immediately game-grounds, which is why we refrain from applying Salen and<br />

Zimmerman’s concept of the space of possibility to our discussion.<br />

The inventory of architectural formats is structured as follows:<br />

● fi rst, we discuss the role of the previously outlined concepts of game<br />

spatiality in this inventory;


● we next discuss the overarching spatial principles of play-grounds in<br />

the context of the phenomenological ideas of utopias, heterotopias, and<br />

dystopias;<br />

● fi nally, we present the inventory in list form organized according to the<br />

ludic quality of each play-ground – for example, what type of play does<br />

the play-ground program? Often, the form of the entry is that of a collage:<br />

it is linked to other entries or presented as a compilation of remarkable<br />

features. This allows readers, in a certain sense, to play and be inspired.<br />

The general organizational rule for the entries is architectural scale – from<br />

the mind to XXL scale (the World), and beyond.<br />

1. About Play-Grounds<br />

In the following discussions, we will, time and again, include aspects from the analytical<br />

framework that combine playspace and gamespace dimensions. This means that we<br />

will refer to categories of enjoyment, to kinesis and play rhythms, and to aspects of<br />

game spatiality such as allegory, contest, narrative, type, perspective, and function.<br />

We consciously apply the latter despite the fact that it is derived from digital games<br />

because we consider play-grounds as being subject to the inherent digitality that games<br />

entail, and as being subject to an overall computerization of physicality as has been<br />

demonstrated with the game of REXplorer.<br />

Before we begin our discussion, however, we will offer a few words on the concept of<br />

allegory. From Aarseth’s (1997) point of view, the concept may only be used as a lens<br />

through which to view computer games. Yet, physical spaces can be allegories of other<br />

spaces as well. This is certainly true of built environments created during the Baroque<br />

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136<br />

epoch, where allegorical architecture symbolizes a structure of complexity wherein<br />

images and meaning are interwoven like a net to create illusionary spaces (Burgard<br />

2000). Baroque architecture and landscaping – and the allegory as the epitome of<br />

Baroque design – are particularly interesting for us and will appear frequently throughout<br />

our discussion.<br />

How, you may ask, did we choose which entries to include in this inventory and which to<br />

exclude, especially given that the inventory is by no means intended to be exhaustive?<br />

Sometimes entries were chosen for their architectural expressiveness (e.g. the<br />

Trompe l’œil or Folly), sometimes for their unique designs (e.g. the Tessellation or<br />

the Panopticon). Some were chosen for chronological reasons, (e.g. Cave, Labyrinth<br />

(and Maze)), others for their ability to specifi cally express play, (e.g. Stadium,<br />

Kindergarten, and Playground), yet others for their imageability as cultural myths<br />

(“Nature”). All entries are archetypical, and their uniqueness is therefore discussed.<br />

Some of the entries encompass more than one type of play-ground. The Casino, for<br />

example, embodies qualities that can be found at the midway, the tavern, or the arcade;<br />

Bogost (2007) mentions this as well. Other major play-grounds may seem to be missing<br />

from our inventory, but are, in fact, present. The street, for example, is mentioned in the<br />

context of the urban Playground entry, and the (pleasure) garden and rollercoaster fall<br />

under the Amusement Park heading. The inventory is thus a play-ground in and of<br />

itself: its interconnections must be questioned and puzzled over by the reader, by you.<br />

Note that the results of the design and playtesting phase of REXplorer are woven into<br />

the play-ground entries where appropriate, as are some game prototypes the author<br />

has been designing over the past years.<br />

This game-like linking of play-grounds represents an application of the connectivist<br />

learning theory introduced by Siemens (2005) and mentioned in the introduction of this<br />

work. Our ludic trajectories also take into consideration the videogame inspired learning


theory of “conceptual playspaces” introduced by Barab/Ingram-Goble/Warren (2008),<br />

which suggests using game(-like) mechanics for structuring educational content.<br />

1.1. Utopia<br />

A utopia is a counterspace, an ideal society that is either intentionally established<br />

(Sternfeld (2006), for example, collected contemporary quasi-utopianist attempts in<br />

the USA in a beautiful photography book) or theoretically conceptualized, typically in<br />

a piece of literature. Early texts on the topic of utopia include Plato’s De Republica<br />

and Jewish, Christian, and Islamic religious writings about the Garden of Eden, all of<br />

which can today be considered forms of political and religious utopianism. But the term<br />

utopia itself was coined by a book of the same name, written by Sir Thomas More and<br />

published in 1516.<br />

In the book, the imaginary island country of Utopia – derived from the Greek ou-topos,<br />

meaning not-place – is described by a traveler. The island is home to a society based on<br />

a perfect socio-political and legal system. All aspects of communal living are perfectly<br />

programmed, there is no such thing as private property, religions are tolerated, and<br />

atheism is outlawed.<br />

Two aspects of Utopia are most relevant to our context. The fi rst of these is More’s<br />

explicit intention to provide delight, which is expressed in the actual and full title,<br />

originally in Latin: “On the Best State of A Commonwealth and On the New Island of<br />

Utopia. A Truly Golden Handbook, No Less Benefi cial than Entertaining.” 21 _The second<br />

is the way that the island’s capital Amaurotum was not only societally, but also spatioconstructively<br />

designed as an allegory of the perfect city. We would thus content that<br />

21 Translation taken from the revised Logan-Adams translation of Utopia published by the Cambridge University<br />

Press in 2002.<br />

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138<br />

Utopia is a piece of fi ction whose goal is to delightfully immerse the reader in the rules<br />

of a perfectly organized game. Utopia describes not only a physical space meant to<br />

entertain those who read about it, but also a perfect living space meant to delight those<br />

who inhabit it. A utopia programs perfect behavior and therefore, perfect enjoyment.<br />

Zinsmeister (2004:78f.) traces the way that Utopia not only directly inspired<br />

Renaissance literature and design, but how the urbanistic designs depicted in the<br />

book also anticipate the ideal of the modular, gridded, controllable city, which, in<br />

combination with Leonardo da Vinci’s Homo Vitruvianus, still informs an architectural<br />

politics of total functionalism and measuring. In a 2001 keynote address to the London<br />

based Sustainable Placemakers Forum, architect Bernard Hunt reminded his audience<br />

that “Such people as Ebenezer Howard with his book Garden Cities of Tomorrow, Le<br />

Corbusier with his Ville Radieuse, and Frank Lloyd Wright with Broadacre City set out<br />

utopian visions of a better world made possible by man’s progress in placemaking –<br />

and, for better or worse, their thinking inspired their times and profoundly infl uenced the<br />

shape of development in the 20th century” (Hunt 2001).<br />

Venturi/Scott Brown/Izenour (1977:134) state that Vitruvius held that architecture is<br />

a question of fi rmness, commodity, and delight, and that Gropius – or maybe only<br />

his Bauhaus followers – taught that fi rmness (structure) plus commodity (program)<br />

equals delight (form). In this reading, then, form is equal to delight. But can applying<br />

the suburbanizing principles of social reformist Howard actually and inherently produce<br />

delightful dwelling? We can tell that Howard’s garden city model inspired Walt Disney’s<br />

original urban designs for a city in Florida called EPCOT, in which everyone “will<br />

have the responsibility to maintain this living blueprint of the future” (Disney 1966).<br />

And let us consider: Do Le Corbusier’s principles of seriality and modularity (Le<br />

Corbusier 1975:59) really guarantee environmental enjoyment in the sense of a play or<br />

game experience?


At least one thing is sure: functionalism caused the Situationists to break the rules, to<br />

invent and practice their own rules and thereby create psychogeographically-refl ected<br />

play-grounds for the drifting player-fl aneur of dérive (see also the Society entry in<br />

the inventory below). Hou Je Bek (2007) describes how computation can take hold<br />

of this practice and become a critique to functionalized space in itself: The Universal<br />

Psychogeographic Computer (UPC) suggested by the Dutch group socialfi ction.org<br />

lets participants solve a jigsaw puzzle or calculate the number Pi while taking a walk:<br />

during the walk, participants follow walking instructions written in pseudo computer<br />

program code (Hou Je Bek 2007:308f.).<br />

There is a clash between, on the one hand, play-grounds that only allow for delight and<br />

playing because they have been totally functionalized and therefore exist perpetually<br />

on the brink of dystopia and, on the other hand, play-grounds that come into being<br />

because they are intended to serve as a critique of the other, quasi-dystopic playgrounds.<br />

And yet neither type of play-ground can exist without the other. This confl ict<br />

can be traced in movies such as The Truman Show, which “anticipates the computer<br />

game The Sims (...) and thematizes the closed and fully controlled space of lifesimulation<br />

on the basis of a normative canon of values and consumerist strategies for<br />

success” (Nohr 2007:470).<br />

The confl ict is certainly embedded into the way we design nature and the way we feel<br />

overwhelmed with the designedness of our environs. The PS2 game Shadow of the<br />

Colossus (2005) features a twist on this confl ict. In it, a battling player-hero must climb,<br />

fi ght and slay harmless colossi that are completely non-assailing, often with the help<br />

of the surrounding environments of ruins and geological formations, see Figure 8. The<br />

game, then, is really about “man versus nature, the player versus the environment as<br />

represented by the colossi” (Thomas 2007a:461); it has been described as “perhaps<br />

the most extraordinarily and unearthly of evil videogame architectures (…). Lairs within<br />

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140<br />

lairs.” (Rossignol 2009). Because the player avatar kills the behemoths, one could<br />

argue that the player becomes the evildoer himself, transforming an untouched utopian<br />

setting into a dystopian one by the way of playing the game. However, because in<br />

order to play the game, the design of the game forces the player to kill (and, in the very<br />

end, punishes the successful player for his wrongdoings with death), it is the game<br />

designers who ultimately induce evilness and moralistic dilemma into the player’s<br />

actions, interweaving them with the game’s architecture.<br />

Figure 8<br />

The player versus the environment<br />

as represented by the colossi:<br />

A seemingly utopian, but<br />

utterly dystopian confl ict from<br />

the PlayStation 2 video game<br />

Shadow of the Colossus. ©<br />

2005 Team Ico / Sony Computer<br />

<strong>Entertainment</strong>. Reproduced<br />

by permission.<br />

That colossi, albeit less (or presumably) evil ones, are intended to please and astound<br />

the masses has been shown by the utopianist drafts of French Revolution architects such<br />

as Étienne-Louis Boullée and Claude-Nicolas Ledoux. Whereas Ledoux’s architecture


parlante has been accused of being representative of the Ancien Régime (which funded<br />

his work to a great extent), Boullée preferred the grand and abstract yet still playful and<br />

revolutionary design gesture. His 150 meter (500 ft) high perforated Cénotaphe sphere<br />

for Sir Isaac Newton (Figure 9), which simulates the spherical surface of the starry<br />

sky, stands out as an example of an architecture expressive of its purpose and as a<br />

stage of enlightenment that offers play pleasures such as vertigo, adventuring, and<br />

problem-solving. It is an allegorical dramaturgy that is also a technological statement<br />

of utopianist immensité.<br />

Utopian cities and spaces rather often represent the notion of an enlightened-delighted,<br />

perfect, superhuman society that has battled nature by design in an attempt to achieve<br />

perfect square form-functions and perfect superhuman circles and spheres. But<br />

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141<br />

Figure 9<br />

Étienne-Louis Boullée: Design<br />

vision for Cénotaphe à<br />

Newton (1784). Reproduced<br />

from Wikipedia.


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142<br />

perfection is not what we get: “In reality, architects and builders have no choice but<br />

to proceed in the opposite direction. In the absence of an ideal society, they turn their<br />

attention to the shell, the city itself, as an ideal form. And in the twentieth century, this is<br />

increasingly replaced by themed entertainment, arcades, mega-malls, and amusement<br />

parks” (Herwig and Holzherr 2006:15). And, one might add, by the digital game, either<br />

virtual or, increasingly, hybrid.<br />

1.2. Heterotopia<br />

In his 1967 lecture Of Other Spaces: Utopias and Heterotopias (Foucault 1997), Michel<br />

Foucault investigates how space becomes institutionalized and how structures of power<br />

are demarcated. Foucault is, in fact, looking for those places in society that actually<br />

lie outside of society, but which can still be localized. Foucault is looking for spatial<br />

arrangements of the everyday – cinemas, cafés, beaches – that are simultaneously<br />

“represented, challenged, and overturned” (1997:352). Foucault, we could say, is<br />

looking for societal play-grounds.<br />

He fi nds that we cannot localize utopias – they have no real space and are totally<br />

perfect, rendering them unreal spaces. But society does have spaces, spanning various<br />

ages and contexts, that fi t Foucault’s profi le – realized utopias that “perform the task of<br />

creating a space of illusion that reveals how all of real space is more illusory (…) forming<br />

another space, another real space, as perfect, meticulous and well-arranged as ours<br />

[is] disordered, ill-conceived and in a sketch state” (1997:356). Foucault’s examples<br />

of these heterotopias – simultaneously demarcations and inscriptions of the everyday<br />

– include the museum, the brothel, the cemetery, and the epitome of all heterotopias,<br />

the ship.


The ship fl oats – moves, in fact, in tune with the rhythm of the ocean – from port to<br />

port. The ship is a closed program poised in the infi nite, dramaturgical space that is<br />

the ocean. Along with the ship come dreams of economic growth, treasure, and desire.<br />

From the beginning of its existence down to the present day, the ship has always been<br />

a reservoir of our imaginations.<br />

There is an enduring heterotopia that Foucault could not and did not identify: the played.<br />

In other words, the realized play-ground of play pleasure (see the Playground entry<br />

above). When not played on or with, a play-ground remains an empty space – it needs<br />

a player, and sometimes one or more spectators, to come to life. Although the played<br />

play-ground is, formally speaking, demarcated from everyday space, using Foucault,<br />

we can read it as a heterotopian other feeding from and mirroring the everyday. We can<br />

thus think of playing as a heterotopian practice or, to extend the concept of Lefebvre’s<br />

veçu, as a form of veçu miroité, i.e. mirrored lived space (1991).<br />

This much we know: Just as Foucault has identifi ed heterotopian types, we can identify<br />

heterotopian forms and programs typical of the computer game. To name a few, we will<br />

mention the tennis court, the dungeon, the mansion, the carnival, the castle (see the<br />

Castle entry), the shadow path, the panzer, the small town, the mushroom kingdom, the<br />

noir urbanity, the island, and the planet (see the World entry). Heterotopian computer<br />

game forms can also be abstract; think of geometrical space, sonic space, and, of<br />

course, mirroring Foucault’s metaphor of desire, the space ship. All these heterotopian<br />

types program but also cater to a particular set of ludic activities. The dungeon programs<br />

and caters to role-playing in a system of maze-like tunnels wherein treasure is hidden<br />

and monsters such as trolls may be encountered and battled. The space ship programs<br />

and caters to six degrees of freedom-fl oating, trading, and encountering other space<br />

ships, species, and specimens of space.<br />

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144<br />

In computer games, any given space can become a heterotopian space of simulation<br />

– as long as this heterotopia defers to the game’s design and rules and, ideally,<br />

simultaneously programs ludic activities set forth by the game’s design.<br />

1.3. Dystopia<br />

Utopian thinking and writing has given rise to the creation of anti-utopias as well. If utopias<br />

typically manifest counter-everyday spaces that supposedly provide their inhabitants<br />

with a happy life, then dystopias are societies characterized by extreme negative<br />

qualities such as repression, poverty, hunger, violence, or environmental hazards –<br />

challenges, we could say, to be overcome. Early milestone fi ctional dystopias include<br />

Aldous Huxley’s Brave New World from 1932 and the classic silent fi lm Metropolis by<br />

Fritz Lang from 1927. The latter is set in a Gothic skyscraper corporate urbanity state,<br />

where desperate underground workers (the “hands”) sustain the lives of the ruling and<br />

privileged class (the “head”) that lives high above them in luxury.<br />

Many videogames have embraced similar and explicitly dystopian themes. Consider,<br />

for example, the fi rst-person shooter role-playing game BioShock (2007). In the brutal<br />

and disquieting but highly moralistic game, the player roams through the beautifully<br />

inscenated, Art Déco-inspired underwater city of Rapture. Rapture was originally<br />

intended as a Garden of Eden by its builder and overseer Andrew Ryan, but then<br />

became populated by aggressive, genetically modifi ed mutants and robotic drones.<br />

In other words, it transformed into a fl awed utopia in which ordered society collapsed.<br />

By the way of the decaying narrative architecture, the player is led to believe that is<br />

is Ryan he must eliminate. Yet, “as the story unfolds, it becomes clear that, although<br />

you [the player, spw] will inevitably kill Ryan, his architecture tells you nothing about<br />

the nature of the enemy you face. Indeed, the true enemy has nothing to do with the<br />

stylized nature of this lair at all” (Rossignol 2009).


Dystopias, whether stylized as in the case of Rapture or as lairs in themselves, are<br />

play-grounds that feature inherent confl icts and thus inherent goals for player-heroes<br />

to achieve in that they exhibit word-fl aws or imbalances that the player must overcome<br />

in order to turn the dystopia at least into a regular, if not a heterotopian world. The<br />

dystopian play-ground that encourages the player to sustain the dystopian condition<br />

and to prevent other players from taking control provides an exciting reversal on this<br />

confl ictive topos of overcoming given circumstances.<br />

In consideration of dystopian worlds as a basic form of ludic architecture, we draw<br />

your attention to the following interview excerpt, in which ubiquitous computing theorist<br />

Adam Greenfi eld, now Head of Design Direction at Nokia, argues:<br />

Cities are all about diffi culty. They’re about waiting: for the bus, for<br />

the light to change, for your order of Chinese take-out to be ready.<br />

They’re about frustration: about parking tickets, dogshit, potholes and<br />

noisy neighbors. They’re about the unavoidable physical and psychic<br />

proximity of other human beings competing for the same limited pool<br />

of resources...the fear of crime, and its actuality. These challenges<br />

have conditioned the experience of place for as long as we’ve gathered<br />

together in settlements large and dense enough to be called cities.<br />

And as it happens, with our networked, ambient, pervasive informatic<br />

technology, we now have (or think we have) the means to address some<br />

of these frustrations. In economic terms, these technologies both lower<br />

the information costs people face in trying to make the right decisions,<br />

and lower the opportunity cost of having made them.<br />

So you don’t head out to the bus stop until the bus stop tells you a bus<br />

is a minute away, and you don’t walk down the street where more than<br />

some threshold number of muggings happen - in fact, by default it doesn’t<br />

even show up on your maps - and you don’t eat at the restaurant whose<br />

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PLAY-GROUNDS<br />

146<br />

forty-eight recent health code violations cause its name to fl ash red in<br />

your address book. And all these decisions are made possible because<br />

networked informatics have effectively rendered the obscure and the<br />

hidden transparent to inquiry. And there’s no doubt that life is thusly<br />

made just that little bit better.<br />

But there’s a cost - there’s always a cost. Serendipity, solitude, anonymity,<br />

most of what we now recognize as the makings of urban savoir faire:<br />

it all goes by the wayside. And yes, we’re richer and safer and maybe<br />

even happier with the advent of the services and systems I’m so<br />

interested in, but by the same token we’re that much poorer for the loss<br />

of these intangibles. It’s a complicated trade-off, and I believe in most<br />

places it’s one we’re making without really examining what’s at stake<br />

(Greenfi eld 2008).<br />

In contrast to the all too perfect utopia (that which pervasive computing may bring upon<br />

us) and the heterotopian space that allows for playing out alternative realities, dystopias<br />

provide pleasure by setting up entirely unenjoyable, i.e. frustrating places that must<br />

be playfully escaped, saved, destroyed, or equilibrated. Utopias, heterotopias, and<br />

dystopias can all be measured by their artifi cial and confl ictive, i.e. problem-solving<br />

potential. Whereas utopias are idealized, hyper-artifi cial spaces that we may never<br />

reach (a problem in and of itself), heterotopias temporarily realize our imaginations.<br />

Dystopias, eventually, encourage us to be involved in their systems in order to partially<br />

or fully dissolve them. The interview excerpt discusses the way that, ludically speaking,<br />

the quasi-dystopia of the city can become a utopia that may turn out to be a dystopia.<br />

In the following section, we will examine play-ground topoi that resemble qualities<br />

described in the above section, thus further problematizing the dialectics of ludic<br />

architecture between control and agency.


2. Possible Worlds<br />

Hegelian philosophy suggests that everything starts with an idea, with a possibility, and<br />

that all that is real is just a realization of an idea. We can imagine playing. That is, with<br />

our minds, we can make ourselves believe; and this pretense is a signature feature<br />

of our very being. In fact, the basis of games is our capability to imagine a possible<br />

situation and to construct a new and secondary kind of reality, according to both Oerter<br />

(1999:9ff.) and Piaget (1951). Game designer Noah Falstein describes this practice as<br />

”mental fun”: “We practice and improve our mental abilities in our leisure time just as we<br />

exercise our muscles and build social relationships” (Falstein 2004). We can compare<br />

Falstein’s concept of mental fun to Jesse Schell’s concept of games that take place in<br />

zero dimensions, i.e. without a board or a manifest site. As an example, Schell points<br />

to the conversational game Twenty Questions, in which Player One imagines an object,<br />

and Player Two asks “yes” or “no” questions in an effort to guess the object (Schell<br />

2008:134f.).<br />

What is the coordinate system of the imaginary modality? What is its locale, its program?<br />

Are possible worlds always subject to mental realms? In an investigation of immersion<br />

(induced by virtual reality) and the affi nity of the immersion concept to theories of fi ction<br />

based on the notion of possible worlds and ludic make-believe, Marie-Laure Ryan<br />

observes that all these theories share:<br />

A reliance on the semantic model of a set of possible worlds in which<br />

a privileged member is opposed to all others as the one and only<br />

actual world. The distinction actual/non-actual can be characterized<br />

absolutely, in terms of origin, or relatively, in terms of point of view. In<br />

the absolute characterization, the actual world is the only one that exists<br />

independently of the human mind; merely possible worlds are products<br />

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PLAY-GROUNDS<br />

148<br />

of mental activities such as dreaming, wishing, forming hypotheses,<br />

imagining, and writing down the products of the imagination in the form<br />

of fi ctions. VR [Virtual Reality] adds to this catalog of “accessibility<br />

relations” a mode of apprehension that involves not only the mind, but<br />

also the body. For the fi rst time in history, the possible worlds created<br />

by the mind become palpable entities, despite their lack of materiality<br />

(Ryan 1999:117f.).<br />

We have to disagree with Ryan. This “bodily mode of being in the world” (1999:137) is a<br />

phenomenon that, well before the invention of virtual reality and interactive media, was<br />

achieved by many architectural spaces that, form-functionally, aim at make-believe or<br />

serve as a stage for make-believe. Some of these play-grounds have been collected in<br />

the non-exhaustive inventory presented here.<br />

From our perspective, computer simulation (which enables virtual reality) makes<br />

possible the development of different, new, and more complex types of games.<br />

Furthermore, computerization serves as a strong reminder that for thousands of years,<br />

we spatially and culturally demarcated play and games from everyday life, designated<br />

them as our “little feasts in the quotidian” (Bausinger 1999). With computerization, this<br />

dichotomy between The Game and The Quotidian ceases to exist; heterotopias can<br />

become pervasive, and, eventually, maybe even quotidianized. Let us briefl y meditate<br />

on the Calvin & Hobbes comic strip “There’s treasure everywhere!” to illustrate this<br />

hypothesis.<br />

The cartoon – written and illustrated by Bill Watterson (1996) – shows the six-year old,<br />

imaginative boy Calvin and his stuffed and energetic pet animal, Hobbes, who has<br />

come alive. Hobbes is Calvin’s partner in crime, not only anthropomorphing into a best<br />

friend, but also into a sardonic commentator – a play-other. In this strip’s particular fl ight<br />

of fantasy, Calvin digs for buried treasure. In the fi rst panel, Hobbes asks “Why are


you digging a hole?” Answers Calvin, streaked with dirt and wearing a tropical hardhat:<br />

“I’m looking for buried treasure”. In the second panel, Hobbes continues to ask: “What<br />

have you found?”. Calvin lists, “A few dirty rocks, a weird root, and some disgusting<br />

grubs,” handing Hobbes a sample. Taken with the rock he looks at, Hobbes smiles in<br />

the last panel, again asking “On your fi rst try?”. Beaming, Calvin responds: “There’s<br />

treasure everywhere!”<br />

Hobbes is interested not only in the activity – hole-digging – but also in the objects<br />

Calvin encounters, which may not seem appealing to most readers. To Calvin, though,<br />

the items are treasurable; they possess high affordance. What for, we don’t know, and<br />

Calvin and Hobbes may not know either. That is because as objects, the treasures<br />

come alive only in the moment in which they are instantiated in a certain context. It<br />

is interesting to note that in this strip, Hobbes does not represent Calvin’s potential<br />

maturity and externalized conscience as he normally does. Instead, both characters<br />

are immersed in the fascination of pantopian play. “There’s treasure everywhere” then,<br />

is also a motto that is, at its heart, Situationist (see the Society entry of the inventory). It<br />

also implicitly reads: “Everything can be treasure!” – and, by extension, enjoyable. Calvin<br />

and Hobbes are participating in a situation of indeterminate possibilities, of an infi nite<br />

amount of possible kinesis with magical rocks, roots, grubs, pets, holes, treasures,<br />

and games. The excitement that is at play here is the in-the-moment excitement of<br />

possibility – or, as Jorge Luis Borges describes it in his short story, The Garden of<br />

Forking Paths: “At that moment I felt within me and around me something invisible and<br />

intangible pullulating” (1962:99).<br />

Whereas the permeating of computing technologies allows “possible world everywhereness,”<br />

we can also understand the comic strip as a call to understand any<br />

given space as a possible play-ground. Think of all those risk-taking City exploration<br />

activities involving, for example, forgotten utility tunnels, abandoned subway stations,<br />

or inaccessible urban network structures such as pneumatic mail or pneumatic<br />

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transportation 22 . In a clarion call to “acute exploration” of the metropolitan landscape,<br />

Stilgoe (1998) suggests that one go for a walk or bicycle ride in order to critically probe<br />

how certain places and processes, such as main streets and the postal service, are<br />

taken for granted, and to thereby become aware of “the mundanity of social interaction,<br />

of the built environment, and the technologies that bridge both” (1998).<br />

Eventually, you, the player, negotiate where, with whom, and with what you draw the<br />

magic circle to play-move within a possible world of possible worlds. Note, however,<br />

that in the comic strip, we only see the play-ground in which Calvin and Hobbes are<br />

immersed, not the context and culture in which that play-ground is situated and not<br />

the parties who may be repelled by the imaginary modality. So in the spirit of Rosa<br />

Luxemburg, let us design possible worlds in which freedom is always the freedom of<br />

dissenters, and lived imagination is always and exclusively imagination for the one<br />

who imagines differently. Enforcing possible worlds onto non-players may liberate the<br />

latter from social conventions and help them see their environment in a new light; but<br />

a Kantian improvement of the world by way of gameplay must refl ect that universal<br />

and particularistic interests must be brought together. It would be wrong to believe<br />

that political, social, economic, communication, or game systems in place of everyday<br />

release our selves per se. These systems simply win over users, replace the conquered<br />

systems, and introduce new rules, which other possible programs then attempt<br />

to break.<br />

The game REXplorer, which helps tourists explore the history of Regensburg,<br />

Germany, can serve as prime and temporary example of a groundbreaking game<br />

system and gameworld. In REXplorer, as described in the introduction, historical spirits<br />

are stationed at points of interest throughout the physical city of Regensburg, and<br />

22 Note that some of these activities are illegal and inherently dangerous. Organizations such as the Berliner<br />

Unterwelten e.V., society for the exploration and documentation of subterranean architecture, offer guided Berlinfrom-below<br />

tours, for example, and in the mid 19th century, the Pneumatic Despatch Company built a short-lived<br />

transportation system in London with tubes large enough to fi t passenger carriages (Samuda 1841).


players use a special “paranormal activity detector“ (i.e. a device composed of a mobile<br />

phone and GPS receiver encased in a protective shell) to interact with location-based<br />

and site-specifi c spirits. A novel mobile interaction mechanism of “casting a spell“ (i.e.<br />

making a gesture by waving the wand-like detector through the air) allows players to<br />

awaken and communicate with the spirits in order to receive and resolve quests. The<br />

game is designed to make learning history fun for tourists and to infl uence their path<br />

through the city.<br />

REXplorer is a part of the Regensburg Experience (REX) museum, which is full of<br />

interactive exhibits that allow visitors to experience different aspects of the city’s<br />

cultural heritage, such as medieval music and poetry. REXplorer is designed to extend<br />

the visitor experience beyond the museum walls and to showcase the most signifi cant<br />

attraction of Regensburg, its mostly Gothic and Romanesque urban silhouette and<br />

architecture. Regensburg is a UNESCO World Heritage site and the best-preserved<br />

medieval city in Germany, mostly untouched by the widespread bombing campaigns<br />

of WWII. REXplorer changes visitors’ perceptions of their destination by enabling<br />

players to narratively and physically link city sites, thus creating an interconnected<br />

mental map.<br />

The target audience of REXplorer mainly consists of younger visitors with German<br />

language profi ciency. The theme of the game is techno-magical: Visitors are asked,<br />

as scientifi c assistants, to examine paranormal activity recently discovered in the<br />

Regensburg medieval city center over the course of an hour. Fictional scientists, the<br />

players are told, have discovered that the phenomena are somehow linked to a child’s<br />

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Figure 10<br />

In the Possible World of REXplorer,<br />

a real gravestone is inscribed<br />

with a mysterious secret<br />

language, which serves as the<br />

starting point for the spell-casting<br />

gestures used in the game.<br />

gravestone inscribed with a mysterious secret language shown in Figure 10. The<br />

gravestone is a real artifact in the Regensburg Cathedral, and real historians have<br />

determined that the symbols, used instead of letters, were meant to cover up the identity<br />

of the buried child, who is thought to have been the illegal offspring of a Regensburg<br />

cleric – a scandal in the 16th century!<br />

For fi eld research, the scientists have developed a special detector device that is able<br />

to measure paranormal activity at specifi c sites in the city center. The detector has<br />

artifi cial intelligence capabilities and is able to talk directly to the players. This makes


the device a character in the game, anthropomorphically encouraging players to relate<br />

to it as a team member trying to help them achieve their goals. The detector reacts<br />

to a variety of gameplay situations including, for example, when the player idles for<br />

a longer period of time. Most importantly, the detector notifi es players when they are<br />

in the vicinity of paranormal activity (and points of historical interest) through its own<br />

excited heartbeat, which serves to further emphasize its human qualities. The detector<br />

character is made even more accessible and entertaining by the voice actor who plays<br />

it in so highly expressive, excited, and often self-ironic a manner.<br />

When near a historically signifi cant site, players draw one of the gravestone symbols<br />

through the air as though they were casting a spell with a magic wand. Each symbol<br />

draws power from one of four medieval elements (earth, water, fi re, or wind) and<br />

establishes a communication channel to the spiritual world, allowing the either historical<br />

or mythological spirits to tell their cliff-hanger stories through the device’s loudspeaker.<br />

Each story challenges the players to fulfi ll a quest by going to a different point of<br />

interest in the city. Players need to listen carefully to the spirits in order to capture the<br />

verbal clues that indicate which gesture to use to accept a quest. When the quest is<br />

completed at another site by interacting with another spirit, the original cliff-hanger<br />

narrative is resolved, and a new quest is offered. For each completed quest, players<br />

receive points, which allow them to level up from a rookie research assistant to a<br />

master research assistant during the course of their game session.<br />

The player’s progress during a game session is tracked and used to create a personalized<br />

player blog through which the possible world of the game lives on. In short, REXplorer<br />

superimposes an informational, ludic layer upon the physical city of Regensburg.<br />

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Figure 11<br />

An Impossible World game level in Echochrome.<br />

© 2008 Sony Computer <strong>Entertainment</strong>.<br />

Reproduced by permission.<br />

irregular, confl icting perspectives allows Escher to construct a waterfall that splashes<br />

into a basin, from which an aqueduct leads downhill in sharp turns, only to end up back at<br />

the top of that same waterfall and thereby create a paradox loop (Ernst 2007). Waterfall<br />

plays with our visual sense, creating uncertainty and defying the laws of geometry.<br />

The result is that we seek to problem-solve the impossible and the vertigo it entails; an<br />

impossible world, you see, is a play-ground of illusion. To better understand this type<br />

of Playground – the illusion with which we crave to dance in our everydayness – see<br />

Casino.<br />

In an impossible world, the world itself is the puzzle; together with the player, it cocreates<br />

illusionary movement and play rhythm.<br />

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4. Body<br />

Let us investigate examples of how the body – biologically, culturally, and as an element<br />

of an interactive system – can be viewed as a play-ground. Note that for the purposes<br />

of this book, the investigation rests on the assumption that kinesis is integral to the<br />

way we relate to the world and to others. Today, physical and computational worlds<br />

are being increasingly integrated. In light of this fact, human-computer interaction<br />

design researchers hold that the physical body plays ”a central role in shaping human<br />

experience in the world, understanding the world, and interactions in the world“<br />

(Klemmer/Hartmann/Takayama (2006:1).<br />

In cosplay, short for costume–play, people dress in costume and then dramatize<br />

and re-enact their favorite Manga comic or videogame characters. The videogames<br />

are thereby spatialized and brought to the streets (see Figure 12, which shows two<br />

cosplayers at the Tokyo Game Show 2005). Cosplay as a form of re-enactment thus<br />

belongs in the tradition of live action role-playing, which typically relies on pen and<br />

paper media for its rule base and costume as the main medium through which it is<br />

conveyed. Cosplay is particularly popular in Japan and other Asian countries, where<br />

the activity is socially acceptable. Architecturally speaking, the body in cosplay is a<br />

space covered by a costume façade, which creates a superfi cial fantasy similar to the<br />

Trompe l’œil. This represents one of many possible representational functions of the<br />

body as play-ground.


Figure 12<br />

Cosplayers impersonating their favorite video game characters at the Tokyo Game Show<br />

2005. (Left) Wario. (Right) Donkey Kong.<br />

Our bodies and bodily functions can create enjoyment as a result of play activity that<br />

involves the body on many different levels. These levels can be roughly divided into:<br />

● physical play-grounds (see also Buytendijk 1933): Figure 13 shows how<br />

participants in a pervasive game workshop led by the author use the<br />

physical body to create games;<br />

● emotional play-grounds (Lazzaro 2004);<br />

● mental play-grounds (see the Possible Worlds entry in the inventory);<br />

● sensual play-grounds.<br />

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Figure 13<br />

Participants from Shih Chien<br />

University in Taipei present<br />

body-based game mechanics<br />

during a game design workshop<br />

co-taught by the author<br />

in January 2007.<br />

Let us look at examples of how body enjoyment is achieved. Traditional Chinese foot<br />

massages – in western countries, a branch of so-called alternative medicine – belong<br />

to the last category, i.e. sensual, player-centered play-grounds. These massages can<br />

be quite painful for a fi rst-timer, but may turn out to be a fi rst step down the path towards<br />

better health. Many medical doctors criticize refl exology for a lack of scientifi c evaluation<br />

and proof of effi cacy. In Switzerland, for example, only licensed medical practitioners are<br />

permitted to perform refl exology; this, it is believed, will raise and guarantee therapeutic


quality on the basis of accepted medical knowledge. This is not the proper place for a<br />

thorough discussion of the medical accuracy of foot massages, however. Rather, let<br />

us look at refl exology from a game and interaction design perspective as a sensual<br />

play-ground.<br />

In Chinese refl exology, the foot, like a Board (see Figure 14), is divided into acupuncture<br />

points and areas. By pressing the right spot, at the right angle, with the right amount of<br />

pressure, with the right fi nger posture, refl exologists claim that they can stimulate and<br />

unblock fl ows in the patient’s body – because acupuncture points are Mapped to<br />

specifi c parts of the body – and thereby<br />

improve blood circulation or alleviate<br />

ailments like indigestion, diarrhea, or<br />

menstrual pain. Whether relief is<br />

achieved because nerve circuits are<br />

stimulated or because endorphins are<br />

released is unclear. Scientifi c evidence,<br />

however, suggests that refl exological<br />

techniques can reduce stress and be<br />

useful for relaxation (Natural Standard<br />

and Harvard Medical School 2005).<br />

Thus if an actuator skillfully presses the<br />

right spot, a feeling of relaxation can<br />

result. The body, in other words, has<br />

been treated like a sensual and zoned<br />

play-ground.<br />

Figure 14<br />

A kind of Board: Taiwanese reflexology<br />

depiction of foot massage zones.<br />

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Similarly, in the technological project Massage Me (2007), buttons sewn into a massage<br />

jacket interpret back movements and pass these on to a videogame console as control<br />

signals: “Otherwise wasted button-pushing energy is transformed into a massage and<br />

the addicted game player becomes an inexhaustible masseur” (Perner-Wilson and<br />

Satomi 2007).<br />

Buytendijk (1933:121ff.) describes the Liebesspiel – in English, fl irtation – as the purest<br />

of all games. We would go one step further and say that fl irtation involves all aspects<br />

of the body-as-play-ground. Note that the German term describes not only playful<br />

fl irtation, but also the acts of mating and love-making – that is, the act of, literally, loveplaying<br />

itself.<br />

The play-ground of “loveplay” is created at the confl uence of physical, emotional,<br />

mental, and sensual enjoyment, which, in western societies, often takes place in bed.<br />

The architecture of the bed is particularly fi t not only for mating, but also for horizontal<br />

body programs such sleeping, dreaming, waking up, recovering, resting, giving birth,<br />

and dying. The construction of a bedroom, however, to separate the bed architecture<br />

from other spaces (and thus separate the related bed programs from other programs,<br />

such as cooking and eating) is a relatively novel housing concept that only became<br />

commonplace in the 19th and 20th centuries24 (Dibie 1993).<br />

The play-ground of the body and the architecture it inspires are subject to the way culture<br />

frames space. This relationship is taken to a new level when body functions such as<br />

heart rate or skin conductivity are connected to a physical space. The design technique<br />

of coupling player and environmental play-other was executed by a group of students<br />

supervised by the author, who created the biofeedback game prototype Bioplay5000,<br />

whose biofeedback hardware couples the player with computer-integrated building<br />

functionalities such as light control as well as with a camera based motion recognition<br />

24 Its roots, however, can be traced to the ancient Roman cubiculum.


system, (see http://www.building-ip.ethz.ch/education/Biofeedback as well as Walz et<br />

al. (2005)). In Bioplay5000, body and space achieve a new and intimate programmatic<br />

entity achieved via play and enabled by <strong>Technology</strong>.<br />

In the case of the REXplorer game, the player’s body and the game’s play-other (i.e.<br />

the game controller) form a new kind of interactive unit in that the game uses a novel,<br />

ubiquitous mobile interaction technique of casting a spell by way of gesturing. Hummel<br />

(2000) has found that the physical movement of gesturing with the arm is more likely to<br />

create an engaging play experience than merely staying still.<br />

In REXplorer, as has been mentioned earlier, players gesture while holding the game<br />

controller, an aluminum shell wrapped with a protective, soft, and stretchable textile that<br />

houses a Nokia N70 smartphone and a GPS receiver. The textile overlay transforms<br />

the standard phone keypad into an eight-key game interface. Players must hold down<br />

one of these buttons while performing a gesture and release it to indicate the end of the<br />

gesture. Gesture recognition is accomplished using camera-based motion estimation,<br />

as in Ballagas et al. (2005). As motion samples are collected, they are rendered on<br />

screen so that players can see their gesture progress in real time. Once the gesture<br />

is complete, the motion trail is normalized, and the data is passed through a gesture<br />

recognition algorithm. A legend of gestures is provided in a souvenir brochure that<br />

players receive at the beginning of the game. The spell vocabulary consists of symbols<br />

inspired by a mysterious secret language from a historical artifact, a gravestone<br />

located in the Regensburg cathedral. In designing the game, we carefully selected a<br />

few relatively simple symbols whose motion vectors were as orthogonal as possible<br />

to simplify the gesture recognition process, for which we developed a specifi c gesture<br />

recognition algorithm.<br />

Once we had devised the spell-casting concept, we used an iterative player-centered<br />

design process to ensure that the spell-casting input would be intuitive, enjoyable, and<br />

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162<br />

appropriate to the game’s concept targeting tourists as well as to the game’s narrative.<br />

At several stages in the design process, we conducted and video taped playability<br />

testing with several integrated prototype iterations both off and on site. These tests<br />

were followed by focus group interviews, which we used to identify patterns of behavior.<br />

Our main fi ndings regarding the acceptance of gesture input follow:<br />

● Players were surprised by the high level of gesture tolerance. Aaron:<br />

“What I thought worked really well was even when you made a round<br />

‘C’, the device still would recognize it – in any case, it has a really high<br />

tolerance.” 25<br />

● In noisy environments, the smoothness of the gesture trace visualization<br />

from the motion data was very important to the spell-casting experience<br />

because players had preconceptions about the robustness of the<br />

recognition system. Smoothness was improved over time by, for example,<br />

employing a momentum heuristic.<br />

● Because some players experienced repeated recognition failures at<br />

locations with a lot of motion noise, we introduced an alternative spell<br />

selection mechanism with a one-button interface.<br />

● Older players in particular found the publicness of the gestures socially<br />

awkward. The vast majority in the target group, however, mentioned that<br />

the gestures were an important part of the experience, adding, as they<br />

did, to the sense of magic and mystery. In a focus group interview, Maria<br />

said, “We had fun with the fact that it was hard to trace out the gestures.<br />

When it works every time, then it’s boring. It shouldn’t be too easy.” 26<br />

25 Original German, translated by author: “Was ich ganz gut fi nde ist, dass selbst wenn man ein rundes ‚C’<br />

macht, das Gerät selbst das noch erkennen würde – recht grosse Toleranz auf jeden Fall.” Note that playtester<br />

names have been changed.<br />

26 Original German, translated by author: “Wir hatten Spass daran, dass es schwierig war, es hinzumalen. Wenn


_ Emotional reactions were also common when players successfully<br />

performed a gesture. During a game session, Irene commented, “Bravo...<br />

yeah!” after performing a gesture correctly.<br />

Ballagas/Kuntze/Walz (2008) as well as Ballagas and Walz (2007) discuss results<br />

from playability testing REXplorer in detail. The coupling of bodily gesture and game<br />

interaction, so much is clear, instantiates the play-ground that is the body.<br />

5. “Nature”<br />

Orienteering originated in 19th century Scandinavia as a military exercise and<br />

developed into a competitive sport around 1900. We can think of it as a predecessor<br />

to all standardized scavenger hunts and an infl uencer of pervasive games involving<br />

point-to-point quest solving. We can think of it, in other words, as a mix of contesting,<br />

adventuring, and problem-solving, as pure terrain kinesis.<br />

Swedish Major and Scout leader Ernst Killander, the “father of orienteering,” organized<br />

the fi rst large-scale event in Stockholm in 1918 and continued to develop the rules<br />

of foot orienteering thereafter (Palmer 1997). Today, all Scandinavian countries host<br />

national orienteering championships, and many national and international competitions<br />

and events offer courses that vary in diffi culty from beginner to advanced.<br />

Orienteering is a physical, running-intensive game in which players read and interpret<br />

a specialized topographical Map (see Figure 15, which shows a representative<br />

map used by acquaintances of the author during a Bay Area orienteering run in<br />

2005), use a compass to orient themselves, and choose routes in physical space<br />

es auf Anhieb klappt, dann ist es ja langweilig. Es darf nicht zu einfach sein.”<br />

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in order to locate and visit a series of control points shown on their map. Whoever<br />

reaches the fi nish line in the shortest amount of time, checking in at the control<br />

punch stations, wins. Because the shortest path from one point to another is not<br />

necessarily the fastest, players not only compete over respective fi tness levels,<br />

but also over mental skills such as navigation and map reading. In fact, the main<br />

challenge in orienteering is to navigate while running, i.e. to coordinate oneself.<br />

Figure 15<br />

Exemplary orienteering map - difficulty level “yellow”, for the Joe Grant south run April 17, 2005,<br />

with map legend. Map reproduced by permission from Lea Widdice.


Unsurprisingly, a 1997 member survey of the Bay Area Orienteering Club (BAOC) –<br />

the 4th largest organization of its kind in the US –found that among the almost 200<br />

members who completed the questionnaire, “members’ personal goals for orienteering<br />

center primarily around recreation and self-improvement, specifi cally (1) Become a<br />

better navigator; (2) Improve fi tness; (3) Compete with self; (4) Have a nice walk in the<br />

woods” (BAOC 1997).<br />

In orienteering, the rules of nature (or the rules of a naturalized environment) must<br />

be mastered by a player who is simultaneously rapidly moving and collecting stamps.<br />

The relationship between game and architecture in orienteering is thus a curious one<br />

because orienteering really comprises three games: one of introspection, in which the<br />

player competes against himself; a second in which the athletic contest between player<br />

and play-others is central; and, fi nally, a third in which the contest between player and<br />

play-ground is central – the play-ground being a dangerous natural landscape.<br />

Even if we assume that many ”natural” spaces used for orienteering have, in fact, been<br />

manually naturalized to appear as though they were untouched by man – have, in<br />

other words, become designed landscapes – we can still conclude that in orienteering,<br />

the player plays against himself and against nature’s architecture. The ultimate<br />

challenge in orienteering is the annual wayfi nding meeting and competition in Venice<br />

(also mentioned in the City entry). Ironically, then, the equivalent to the videogame<br />

incarnation of the bad guy, the boss-monster, in orienteering is a city, the least natural,<br />

but also the most designed of all play-grounds; even more ironically, that city is Venice,<br />

possibly the most jungle-like of all urban play-grounds.<br />

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166<br />

6. Tessellati on<br />

The tessellated play-ground is pieced together by or for the player, using, for example,<br />

a collection of plane tiles of a regular shape. The use of equilateral triangles, squares,<br />

or hexagons of identical size produces a regular tessellation with the utmost symmetry,<br />

while the use of two or more different regular polygons results in a semi-regular<br />

tessellation. In both types of tessellation, every vertex must have the exact same<br />

confi guration. A jigsaw puzzle, then, creates tessellation too, as it creates neither gaps<br />

nor overlaps. It is not, however, necessarily regular in strict geometrical terms, although<br />

it features recurring regular shape types. Tessellation embodies the form-function of<br />

form-functions.<br />

Patel (2006) analyzes and compares the coordinate systems of square, regular triangle,<br />

and hexagon grids (i.e. tessellations) by considering the position of grid parts. Patel<br />

suggests an integrated coordinate (i.e. positioning) system for these simple shapes by<br />

defi ning nine (3*3) possible relationships between grid parts. These relationships can<br />

be expressed as algorithms from A to a list of Bs, i.e.<br />

A B1 B2 B3<br />

for each grid subdividing shape, describing a total of 27 algorithms. For example, the<br />

simplifi ed form for the relationship “neighbors” is<br />

(u,v) (u,v+1)(u+1,v)(u,v-1)(u-1,v).<br />

Using Patel’s algorithms, it is possible to quickly compute tessellations useful for<br />

gamespaces. Piecing together Lego bricks can be considered a form of threedimensional<br />

tessellating-play, in which each Lego brick is equal to a so-called honeycomb<br />

(“Polyhedra which can be packed together periodically, to fi ll space exactly with no


gaps, may be thought of as cells in a space-fi lling honeycomb” (Inchbald 1997:213)).<br />

The three-dimensional human face puzzle toy Ole Million Face, created in the 1920s<br />

by Carey Orr, an editorial cartoonist from Chicago, and later popularized in the US as<br />

Changeable Charlie (Gaston Manufacturing), is another example of three-dimensional<br />

tessellating-play.<br />

Another more recent and exciting example of a honeycomb-like play-ground is Reinhold<br />

Wittig’s dice pyramid board game Das Spiel (Edition Perlhuhn), in English, The Game<br />

(see Figure 16). Das Spiel comes with a triangular base plate and 281 four-colored<br />

dice. Das Spiel is actually a game framework, for it can be used to play many different<br />

types of building or un-building pyramid games using the dice. Whereas Das Spiel is,<br />

spatially, a limited honeycomb volume (because there is one fi nal die on top of the<br />

pyramid), building with Lego can provide, at least theoretically, endless play.<br />

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Figure 16<br />

A honeycomb-like play-ground:<br />

The pyramidal game framework<br />

Das Spiel (Edition Perlhuhn 1979).


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168<br />

In Board games, tile shapes are used as play pieces that are moved around on a game<br />

board. In games of chance, for example, the pieces may be used as chips, in which<br />

case the formal role the tile plays in the game (e.g. as a stand-in for money) is more<br />

important than its shape. Tile-laying can also be used to create the board of the game.<br />

In this case, the tiles have a combined functionality, serving not only as shapes or<br />

volumes used for layout and/or geometrical purposes, but also as fundamental vehicles<br />

of value (for example, as instruments of scoring or fulfi lling the game objective) that can<br />

be used to dynamize the game. Three examples of tile-laying games include the board<br />

game Carcassonne, the letter-tile game Scrabble, and the board-tile-laying game THE<br />

aMAZEing LABYRINTH.<br />

Carcassonne (Hans im Glück 2000) is a tile-laying game designed by Klaus-Jürgen<br />

Wrede; note that the very act of tile-laying is a kinesis act. In it, players start with one<br />

terrain tile and then take turns drawing a facedown terrain tile, which is then placed<br />

adjacent to the tiles already facing up. The drawn tile can only be used to extend a<br />

feature (such as a street) on an up-facing tile.<br />

In the tile-laying word game Scrabble (Hasbro / Mattel) – originally conceived in 1931<br />

by architect Alfred Mosher Butts as Lexico and later refi ned in cooperation with James<br />

Brunot, who had Scrabble trademarked in 1948 (National Scrabble Association 2008) –<br />

players draw lettered tiles to score points by forming words on a game board divided into a<br />

15-by-15 grid.<br />

In THE aMAZEing LABYRINTH (Ravensburger 1986), created by Max Kobbert and<br />

designed by Herbert Lentz, the player must reach treasures by traversing a board<br />

made up of movable tiles. In each turn, the player must move a row of tiles either<br />

horizontally or vertically before moving her token, thereby changing the maze of tiles to<br />

her advantage and her opponent’s disadvantage.


Tessellations can be of a semantical nature as well. The OULIPO group – short for<br />

“Ouvroir de Littérature Potentielle,” which translates roughly as “workshop for potential<br />

literature” – was founded in 1960 by novelist and poet Raymond Queneau together with<br />

François Le Lionnais and ten of their friends, who were committed to researching the<br />

possibilities of incorporating mathematical structures into literary works, cf. Mathews<br />

and Brotchie (1998). In Queneau’s Cent Mille Milliards de Poèmes (Queneau 1961),<br />

the reader is asked to cut ten 14-line sonnets into strips; that way, he converts one<br />

poem into 1014 possible poems that he can create by combining the strips in different<br />

ways in a type of “design your own sonnet” game. Aarseth calls Queneau’s experiment<br />

a “sonnet machine” (Aarseth 1997:10) and cites it as an example of ergodic literature<br />

– a work of art “that in a material sense includes the rules for its own use, a work that<br />

has certain requirements built in that automatically distinguish between successful and<br />

unsuccessful users” (1997:179). “In ergodic literature,” Aarseth continues, “nontrivial<br />

effort is required to allow the reader to traverse the text” (1997:1). Queneau’s sonnet<br />

machine is, to be more exact, a tessellatable text, a paper-based play-ground of<br />

narrative creation. This “low” <strong>Technology</strong> allows the narrative to unfold spatially so that<br />

it somewhat resembles the Surrealist folding paper game Cadavre Exquis (in English,<br />

Exquisite Corpse), in which a sentence or drawing is created in sequence by a number<br />

of participants who cannot see what their predecessors have contributed.<br />

Variation can serve as a twist on this type of turn-based, sequential, chance tessellation.<br />

In his early book Exercises de style, fi rst published in 1947 by Editions Gallimard,<br />

Queneau tells an inconsequential story in 99 different ways and 99 different styles –<br />

once as a sonnet, for example, once telegraphically, once in phonetic spelling, and so<br />

on. Inspired by Queneau, Madden (2005) adopted the notion of using one starting point<br />

to create 99 variations of a similar thing and applied it to his own medium, the comic<br />

strip. Another incarnation of tesselation, then, is the emergent meaning of tesselation.<br />

PLAY-GROUNDS<br />

169


PLAY-GROUNDS<br />

170<br />

It should by now be clear that the tessellated play-ground is dimensional, that it can<br />

have geometric, constructive, symbolic, kinetic, or combined functions, and that it can<br />

present itself in various mediums. At its core, tessellation lets us experience pattern<br />

recognition and puzzling by forming mosaic play-grounds that serve as demonstrations<br />

of perfected, i.e. utopian architectures. Consider the possibilities of such perfected<br />

architectures for urban planning, keeping in mind the wise caution of Swiss urban<br />

planner Carl Fingerhuth to interpret cities not as jigsaw puzzle tessellations with clear<br />

end-states, but as open-ended domino game tessellations instead (Fingerhuth 2004).<br />

7. Board<br />

The board game is the play-ground that abstracts all other physical spaces but is still a<br />

physical space in itself. The board, then, is the pan-allegorical play-ground.<br />

Play boards come in all different shapes and sizes and are made of many different<br />

types of materials. Geometrically speaking, boards are often four-sided polygons. The<br />

most common possible board shape is the square, which has four equal side and four<br />

equal (right) angles.<br />

Typically, a board is also subdivided into smaller and repetitive spaces, which together<br />

constitute a formal grid structure for the game, as described in Tessellation. These<br />

spaces are called tiles (Patel calls them “faces”), and each tile is enclosed by edges, or<br />

line segments, and vertices. See Figure 17.


Figure 17<br />

Grid elements of a triangular grid. Reproduced by permission from Patel (2006).<br />

The grid of a game represents the game’s playing terrain. Patel (2006), who gives<br />

equal attention to digital games, board games, and physical sports games in his<br />

discussion, divides grids into the following categories: maps (example: the computer<br />

game Civilization); playing surfaces (example: soccer), boards (example: chess), and<br />

abstract spaces (example: Tetris).<br />

Beyond quadrilaterals that serve as framing structures, other important and recurring<br />

board-internal grid structures, i.e. form-functions, include:<br />

● the node grid: a 19x19 line grid with 361 nodes used, for example, in the<br />

game Go, in which game tokens are placed on grid nodes and vertices<br />

connect the nodes;<br />

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171


PLAY-GROUNDS<br />

172<br />

● the spiral: symbolizes the cycle of life (as in the Gänsespiel, in English,<br />

The Game of the Goose (Glonnegger 1988/1999:44ff.));<br />

● the square grid: axes are orthogonal, and cells can be located using<br />

Cartesian coordinates (x, y); see also the Tessellation entry for further<br />

discussion;<br />

● the triangle grid: used in 3D graphics for mappings; relatively unfamiliar<br />

in games, due, perhaps, to its large perimeter and small area;<br />

● the hex grid: like other Euclidean plane uniform tilings – i.e. square and<br />

triangle – the hex grid allows for seamless structuration and full modularity.<br />

The Settlers of Catan (Kosmos 1995), created by Klaus Teuber, lets<br />

players freely construct the game world before playing. Hex grids are<br />

often used in war board games, as they allow for easier approximate<br />

distance measuring of shortest paths by way of hex cell counting (since<br />

hexes feature a small perimeter, but a large area). And because hexes<br />

have only edge-bordering neighbors, none that are connected solely via<br />

vertices, movement rules in a hex grid need not be overly complex. Of<br />

course, the hex grid features a coordinate system with two axes, but a<br />

less intuitive one than the square grid.<br />

Regular tiles make it possible to locate and address areas on the board and to monitor<br />

the movement and trajectories of materials from area to area. Grid taxonomies like<br />

Patel’s (2006), which relate square, triangle, and hex grids to create algorithms, allow<br />

for the rapid computation of rules for the creation-board spaces. This has interesting<br />

implications for various facets of <strong>Technology</strong>, including geographic information<br />

systems (GIS), satellite-based positioning systems (such as GPS or the planned<br />

Galileo system), and positioning systems based on, for example, WLAN access point<br />

fi ngerprinting or GSM cell of origin or signal strength measurements (Meyer 2008).


These technologies – whose accuracy depends on factors like project budget, locale<br />

invasiveness, and sustainable signal sources – render the physical world subject to<br />

mathematical and metrical analysis (Thrift 2004:588f.). With perfected physical world<br />

tessellating and positioning, the physical world can then become a game-board-like<br />

play-ground.<br />

During the design process of REXplorer, our board game prototypes served both as<br />

demonstration tools and as a worlds-in-miniature that made easy gameplay testing<br />

possible. In fact, this form of prototype is very useful for content testing during early<br />

development stages because it allows content to be read aloud as the players progress<br />

through the game. It helps express spatiality, allows players to get a feel for travel<br />

times, oversees proximities of sights, promotes narrative consistency, and helps to<br />

ensure that the underlying game is fun. Dice and event cards can be used to regulate<br />

players’<br />

PLAY-GROUNDS<br />

173<br />

Figure 18<br />

Early board game prototype of REXplorer,<br />

used for playtesting. The board<br />

displays a top view of Regensburg’s city<br />

center. Landmark buildings have been<br />

carved from wood and placed onto the<br />

board, heightening the designer’s sense<br />

of “being there” and imagining the actual<br />

architectural situation.


PLAY-GROUNDS<br />

174<br />

theoretical progress through the city streets, providing a more realistic simulation of the<br />

way people actually move in the city. Figure 18 shows such a board game prototype<br />

of REXplorer.<br />

Boards and, if they exist, board zones, imply other elements for a game to take place.<br />

Additional physical game elements – and thus, typological elements – include game<br />

pieces. These game pieces come in various forms, like, for example, pawn, peg, token,<br />

bit, mark, counter, stone, and, of course, man. They are controlled by and represent<br />

the player on the play-ground of the board, and, as such, imbue the board game with<br />

further dimensionality. In the physical world considered as a game-board, the game<br />

piece is no longer represented by a physical object, but by the player herself.<br />

Boards themselves, of course, do not need to be fl at. In the two-player board game<br />

Abalone (Abalone Games 1989) – designed by Michel Lalet and Laurent Lévi and<br />

endowed with great geometric and algorithmic appeal – a hexagonal board features 61<br />

circular pockets in which marbles can rest. Players may push up to three marbles at a<br />

time from nest to nest, either inline – i.e. parallel to the marble – or broadside – i.e. not<br />

parallel to the marble line. Balls pushed off the nest area are out of the game, and the<br />

goal is to be the fi rst player to eject six of the other player’s balls.<br />

In board games, then, the board, which comprises gestalt and internal spatial<br />

organization, expresses the program of the game in the following ways:<br />

● in terms of the magic circle, in that it clearly marks off the game from<br />

other spaces and constrains the game in this enclosed space;<br />

● allegorically, in that it represents another space;<br />

● contestually, in that it defi nes the circumstances in which the confl ict is<br />

carried out;


● narratively, in that it provides a theme, e.g. a shape, a (graphical)<br />

premise, a fi gural depiction, etc.;<br />

● typologically, in that it has a distinct look and feel and is made of specifi c<br />

materials;<br />

● perspectively, in that its core components are both gestalt and imagery;<br />

● functionally, in that it serves as boundary and constraint, acts as a<br />

symbol, and evokes a certain spatially induced emotion or association;<br />

● technologically, in that it is constructed in a specifi c way with specifi c<br />

materials;<br />

● phenomenologically, in that it expresses and assists the game site-<br />

specifi cally;<br />

● and overall, kinetically, in the way that it allows, enforces, and restricts<br />

movement.<br />

To conclude this analysis, we can state that typically, a board is a necessary and<br />

suffi cient condition for playing a game.<br />

8. Cave<br />

Both although and because it is not man-made, the cave is the ultimate and,<br />

architecturally speaking, original locale. A real cave (as opposed to its allegories –<br />

i.e. our houses and apartment blocks) is designed by elegant natural mechanisms<br />

that men cannot (yet) easily reproduce. The cave is the starting point of architecture<br />

PLAY-GROUNDS<br />

175


PLAY-GROUNDS<br />

176<br />

because it is both demarcated and demarcating; in other words, because it shelters the<br />

Body. A cave demonstrates how time carves space. As architectural philosopher Otto<br />

Friedrich Bollnow puts it, “still today, the apartment is a cave in a mountain (and all the<br />

more so, as modern metropolises develop into artifi cial cement mountains)” 27 (Bollnow<br />

1963:193).<br />

In such a natural time-carved space as the cave complex in Lascaux, France, the<br />

walls tell stories. For media philosopher Vilém Flusser, the Lascaux wall paintings are<br />

decipherable, two-dimensional codes that not only reduce actual space, time, and<br />

circumstances into scenes, but also serve as maps and substitutes for circumstances<br />

both past and future. They are, in this double sense, “imaginations” (Flusser 1997:23f.);<br />

see Possible Worlds. Flusser argues that these code imaginations programmed our<br />

ancestors into “a form of magical being” (1997:24), a being made up of a set of scenes<br />

that create an imaginary world – a world of images, of allegories. With the invention<br />

of scripture, a revolution took place in this imaginary world: the image-scene was deframed<br />

and unfurled, and its contents restructured into lines. Texts, then, derive from<br />

images, and single text symbols (i.e. letters) signify images or ideas. Because they are<br />

read in lines, texts program linear thinking (ibid.). Based on Flusser’s observations, we<br />

can think of the imaginary world not only as a world void of texts, but also as a world<br />

of scenic storytelling whose walls are a spatial medium and in which the kinesis of the<br />

scene takes place not linearly, but somewhat panoptically. This, then, is a fi rst function<br />

of a cave: to serve as a medium of spatial allegories, thereby anticipating frescos,<br />

tapestries, hangings, church windows, Baroque as well as interactive façades, and,<br />

fi nally, screen-based games (see the Trompe l’œil entry).<br />

27 Translated by the author from the original German: “(...) heute noch [ist, spw] die Wohnung eine Höhle im<br />

Berg (und ist es vielleicht umso mehr, je mehr die modernen Großstädte sich zu künstlichen Zementgebirgen<br />

entwickeln).” One example of the inverse – a naturally carved cave that mutates into a building – is the Predjama<br />

cave castle in Slovenia, built within a Karst cave mouth in a limestone cliff and featuring a Gothic façade.


In his work The Republic 28 , Plato used the cave itself as an allegory; and Plato, we<br />

know, disesteemed image-making. In his cave allegory, prisoners are chained deep<br />

inside a cave with their gazes fi xed to a wall. A fi re is erected behind the prisoners,<br />

and between their backs and the fi re, there is a walkway along which puppet fi gures<br />

and objects are carried, casting shadows onto the wall at which the prisoners stare.<br />

The prisoners see only shadows, and because they attribute the sounds of the outside<br />

world to those shadows, they assume that they are watching reality unfold. One day,<br />

however, a prisoner escapes and heads out of the cave. Though blinded at fi rst, the<br />

prisoner slowly grows accustomed to the sun and realizes that everything in the cave<br />

is an illusion; in short, he becomes enlightened. But upon returning to the cave and<br />

reporting the truth to the other prisoners, he is dismissed as having ruined eyesight.<br />

Thus according to Plato (with whom Flusser seems to agree), the cave represents an<br />

illusionary, i.e. imaginary, and cinematic space, yet in quite a negative sense:<br />

Now the cave or den is the world of sight, the fi re is the sun, the way<br />

upwards is the way to knowledge, and in the world of knowledge the idea<br />

of good is last seen and with diffi culty, but when seen is inferred to be the<br />

author of good and right--parent of the lord of light in this world, and<br />

of truth and understanding in the other (Plato, The Republic, transl. B.<br />

Jowett) 29 .<br />

Images, then, immerse us “prisoners” in an illusion, blocking true understanding. The<br />

cave is the magical play-ground for this illusionary storytelling and, by extension,<br />

mechanism of control (for those who present the prisoners with the puppet shadows<br />

are, after all, designing the prisoners’ experience). No wonder that in modern theater,<br />

the audience is seated in the cavea, or audience space (see also the Theater entry).<br />

Wark (2007:002ff.) describes videogame players as the contemporary inmates of a<br />

28 Find The Republic as a free ebook at http://www.gutenberg.org/ebooks/1497.<br />

29 Ibid.<br />

PLAY-GROUNDS<br />

177


PLAY-GROUNDS<br />

178<br />

Platonic cave, holed up in gamespace, hunched over screens, working-playing, hands<br />

compulsively jerking controllers. Yet Wark also permits the possibility of release,<br />

suggesting that we can decide if we want to be a player who is a “prisoner of work” or<br />

a gamer who enjoys the game regardless of what is at stake, but has no other choice<br />

but to play through to the end.<br />

After their function as archetypical and contemporary30 play-grounds of pictorial<br />

storytelling, the second function of caves is their capacity to be play-grounds of spatial<br />

adventuring and vertigo thanks to the fact that they feature a minimum of navigational<br />

complexity, eventually becoming mazes with twisty little passages, all alike (see also<br />

the inventory’s Labyrinth (and Maze) entry). This is the conceptual framework through<br />

which cave and labyrinth unite.<br />

The Mammoth Cave in southwestern Kentucky, for example, is the vantage locale and<br />

spatial base for the fi rst computer adventure game, Colossal Cave Adventure (Crowther<br />

& Woods 1976/1977), mentioned earlier in this work. Will Crowther, an avid caver and<br />

ARPAnet developer responsible for routing protocols, put together a vector map of a<br />

section of the Mammoth Cave system, of which Colossal Cave is a part, from which<br />

he later created the game, which was then expanded by Stanford University graduate<br />

student Don Woods. In a detailed comparison of physical source cave architecture<br />

and the game architecture created by Crowther’s source code, Jerz (2007) sums up<br />

his fi ndings:<br />

The research expedition to the real Colossal Cave in Mammoth Cave<br />

National Park confi rms that the map of Will Crowther’s original<br />

30 The Cave Automatic Virtual Environment (known by the acronym CAVE) is an immersive virtual reality environment<br />

fi rst developed at the Electronic Visualization Laboratory at the University of Illinois in Chicago back in<br />

1992. The name CAVE refers to Plato’s cave allegory, of course, which is appropriate for a site where perception,<br />

physicality, and illusion meet – and, in this modern CAVE, technology too. In this room-sized cube environment,<br />

rear-projected wall images, stereoscopic LCD shutter glasses, and the movements of the CAVE visitor convey<br />

a three-dimensional image. Today, CAVEs and CAVE-like environments are being used at universities and research<br />

facilities worldwide.


“Adventure” closely follows the geography of the real cave, but with<br />

fantasy and puzzle elements. The original source code shows that<br />

Crowther selectively deviated from realism; the tension between the<br />

altered geography and the mostly naturalistic text illustrates Crowther’s<br />

respectful intimacy with the natural wonders of Colossal Cave. Woods<br />

added complexity and polish, with a careful eye for improving the user’s<br />

experience (and, occasionally, proofreading). His contributions more<br />

than doubled the size of the original data fi le (from 728 lines to 1809)<br />

and more than quadrupled the size of the code fi le (from 709 lines to<br />

2949). When expanding the geography, Woods improvised freely, yet his<br />

additions form an agreeable tension with Crowther’s naturalistic setting<br />

(Jerz 2007:85).<br />

Yet whereas in the original cave, the caver plays a space that encourages exploration,<br />

Adventure encourages the player to explore a labyrinthine, text-only interactive<br />

narrative via spatial adventuring and to discover a gamespace by narrative exploration.<br />

Figure 19 shows a mashup of an environmental map of a cartographed section of the<br />

actual Mammoth Cave along with a fl owcharted game map of the textual space in<br />

Adventure and an excerpt of Crowther’s FORTRAN code, taken from Jerz (2007:59).<br />

Note that Adventure (and, theoretically, any other computer simulation) contains forms<br />

of Impossible Worlds, that is, maze passages that would be impossible to build in<br />

the physical world. Impossible Worlds thus represent a signature difference between<br />

physically and virtually represented labyrinths and mazes.<br />

PLAY-GROUNDS<br />

179


PLAY-GROUNDS<br />

180<br />

Figure 19<br />

An environmental map of a section of the Mammoth cave in Kentucky mashed up with a fl owcharted<br />

game map of the textual space in Adventure as well as with an excerpt of Crowther’s FORTRAN<br />

code. Note how the following lines map to the numbering in the map:<br />

9 YOU ARE IN A SMALL CHAMBER BENEATH A 3X3 STEEL GRATE LEADING TO THE<br />

9 SURFACE. A LOW CRAWL OVER COBBLES LEADS INWARD TO THE WEST.<br />

10 YOU ARE CRAWLING OVER COBBLES IN A LOW PASSAGE. THERE IS A<br />

10 DIM LIGHT AT THE EAST END OF THE PASSAGE.<br />

11 YOU ARE IN A DEBRIS ROOM, FILLED WITH STUFF WASHED IN FROM<br />

11 THE SURFACE. A LOW WIDE PASSAGE WITH COBBLES BECOMES<br />

11 PLUGGED WITH MUD AND DEBRIS HERE, BUT AN AWKWARD CANYON<br />

11 LEADS UPWARD AND WEST.<br />

11 A NOTE ON THE WALL SAYS, “MAGIC WORD XYZZY.”<br />

12 YOU ARE IN AN AWKWARDLY SLOPING EAST/WEST CANYON.<br />

13 YOU ARE IN A SPLENDID CHAMBER THIRTY FEET HIGH. THE WALLS<br />

13 ARE FROZEN RIVERS OF ORANGE STONE. AN AWKWARD CANYON AND A<br />

13 GOOD PASSAGE EXIT FROM THE EAST AND WEST SIDES OF THE CHAMBER.<br />

Image mashup and line matching reproduced by permission from Jerz (2007).


In stark contrast to the Platonic cave, Verner Panton’s cave-like architectural<br />

explorations sought to fully melt form-functions and spatial elements in order to create<br />

a kind of living space both horizontal and vertical. One lasting example of his design<br />

philosophy is the Living Tower (1968), which looks like a cross-sectional area of a cave<br />

and affords playful exploration and adventuring of architectural possibility. Similarly,<br />

Phantasy Landscape Visiona II, shown at the Cologne fair in 1970, infl ates the Living<br />

Tower into a volumetric and psychedelic playscape wherein cave-dwellers explore a<br />

space-adventure (Von Vegesack and Remmele 2000). Figure 20 depicts Visiona II.<br />

PLAY-GROUNDS<br />

181<br />

Figure 20<br />

Verner Panton: Phantasy Landscape<br />

Visiona II (1970), 800 x 600 x 240 cm,<br />

commissioned by Bayer AG. Photo reproduced<br />

by permission from Verner<br />

Panton Design, Basel.


PLAY-GROUNDS<br />

182<br />

In 2007, it was again a Cologne fair where another cave-like architectural vision was<br />

fi rst shown. Perhaps it was intended as a play on the cave allegory, perhaps as a<br />

play on Panton’s Visiona II; or maybe it is simply a recognition of the fact that the<br />

cave remains a fundamental sheltering site stored in the collective mind. Whatever<br />

the motivation behind it, Zaha Hadid’s Ideal House Cologne (2007), commissioned<br />

by the IMM Cologne Fair, melts walls and furniture seamlessly into a living cave both<br />

functionally and emotionally usable31 for its inhabitants (see Figure 21). For the Ideal<br />

House, Hadid and her team employed a design technique known as “caving in,” i.e.<br />

iteratively hollowing out an original starting volume.<br />

Figure 21<br />

Zaha Hadid: IMM Ideal<br />

House Cologne. Photo<br />

imm cologne 2007 - koelnmesse.<br />

31 For more, see the following article about Hadid and her IMM Ideal House: http://www.bauunternehmen.com/<br />

artikel_34567_ideal+house+cologne+.htm (German language only).


Both Panton and Hadid attempt to bring cave-emotion to life – Panton through<br />

adventuring, Hadid through meditating and savoring. The playfulness inherent to caves<br />

consists of more than just a capacity to narrate spatially and to spatialize narrative;<br />

through its medial gestalt and time-carvedness, it can become an environmental toymedium<br />

in itself.<br />

By combining storytelling elements with labyrinthine structures and the form language<br />

suggested by Panton and Hadid, the cave-toy will eventually re-emerge as a contemporary<br />

magical space. The primary design techniques that will be applied to achieve this new<br />

cave-living are theming, embedding puzzles, concealing, deceiving, interactivating,<br />

and coupling.<br />

An exemplary play-theming cave is the loft offi ce of San Francisco game studio Three<br />

Rings Design, Inc., developers of Yohoho! Puzzle Pirates, a massively multiplayer<br />

online puzzle game. Three Rings’ interior architecture (see Figure 22) was designed<br />

PLAY-GROUNDS<br />

183<br />

Figure 22<br />

Jules Vernes-themed loft<br />

office of San Francisco, CA<br />

game studio Three Rings Design,<br />

Inc. Photo reproduced by<br />

permission from Because We<br />

Can, LLC.


PLAY-GROUNDS<br />

184<br />

by Oakland-based fi rm Because We Can, who outfi tted the loft to look and feel like<br />

The Nautilus from Jules Verne’s 20,000 Leagues Under The Sea. In the offi ce, you can<br />

fi nd an attacking octopus couch, a secret lounge area hidden behind a bookcase, fake<br />

levers and electric diodes for the “engine room,” and many other Victorian and steam<br />

punk-inspired elements. Most of the components were CNC cut, and all of them are<br />

non-permanent (Wired 2007).<br />

A good example of the embedded puzzling technique is architect Eric Clough’s<br />

renovation of the Fifth Avenue apartment of the Klinsky-Sherry family in New York City.<br />

Clough inserted a puzzle-based scavenger hunt into the family’s 4,200-square-foot<br />

residence, which included, among other things, a clue book hidden behind paneling,<br />

ciphers on radiator covers, yielded drawers in custom-built furniture containing clue<br />

riddles, decorative door knockers–that can be removed and joined together to create<br />

a crank that opens hidden panels, and, fi nally, concealed puzzles such as a magnetic<br />

cube that must be pieced together to open more secret panels (Green 2008). Naturally,<br />

when it takes the form of a scavenger hunt, embedded puzzling remains a onetime<br />

event that is not repeatable. The author is quite familiar with both this lack of<br />

repeatability, and the event character of location- and puzzle-based Alternate Reality<br />

Games because in 2002, he himself conceptualized one of the pioneering games of the<br />

pervasive game genre: M.A.D. Countdown32 (MC).<br />

MC takes place in both the physical and virtual worlds at the Zurich School for Art and<br />

Design. In the game, players are divided into teams of fi ve and assume the role of<br />

emergency heroes who must locate and disarm a fake but tangible atomic bomb planted<br />

as part of a conspiracy against the arts. During a day-long countdown, the rescue team<br />

must fi nd fragments of the bomb deactivation code both in the physical world and on<br />

the virtual 6th fl oor of a school building. The virtual 6th fl oor is a two-dimensional, point-<br />

32 Cf. http://www.madcountdown.com.


and-click, top-view world displayed on the wirelessly networked Pocket PCs with which<br />

each player is equipped. MC’s treasure hunt incorporates many other media as well,<br />

including, for example, puzzle Websites, automated calls to a physical phone booth,<br />

messages on answering machines, dislocated books, and poster-sized puzzles, see<br />

Figure 23. Walz (2005) describes the game in detail.<br />

Figure 23<br />

A collage of exemplary M.A.D. Countdown interfaces, objects, sites, scenes, and design material.<br />

The concealment technique, for its part, is not an architectural novelty; we can also<br />

trace it in digital games, in the form, for example, of Easter eggs, bonus stages, and<br />

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secret passages. In physical architectures, a multi-purpose palette of concealment<br />

architectures would include the following:<br />

● curtained off, recessed alcoves (i.e. caves in a cave wall);<br />

● fortifi ed safe rooms: spaces built into residential buildings in case of threat<br />

(break-in), emergency event, or catastrophe (hurricane);<br />

● secret or double (formerly, servant) passageways33 : allow stealthy entry to<br />

and exit from a room or building or, alternatively, connect buildings (e.g.<br />

the 800 meter Passetto di Borgo, a hollow wall escape corridor that links<br />

Vatican City with the Castle of Sant’Angelo34 ); this category also includes<br />

more complex architectures of complication (see also the Labyrinth (and<br />

Maze) entry);<br />

● booby traps in ancient Egyptian pyramids;<br />

● traboules, passage or stairwell (tower) constructions that connect streets,<br />

often through hidden yards or via different levels; traboules can be found<br />

in a number of French cities, but mainly in Lyon.<br />

The design technique deception is applied in the Trompe l’œil; see the<br />

corresponding entry.<br />

So far, the design technique interactivation exists only in conceptual form; one day,<br />

though, it will be used to enable the building structure itself to playfully interact with<br />

the dweller. The 2004/2005 master program of the CAAD group at the ETH Zurich,<br />

for example, produced an ironic fi lm in which a protagonist enters an offi ce building<br />

33 Company Creative Home Engineering sells recessable book shelves, rotating fi replaces, bookcases, and<br />

custom built furniture, cf. http://www.hiddenpassageway.com.<br />

34 Cf. http://www.saintpetersbasilica.org/Exterior/Passetto/Passetto.htm.


overlaid with a visual game-interface layer. The “eye” of the building then reveals that<br />

the building’s structural elements are actually “playing“ with the protagonist, scoring<br />

points by infl uencing his navigation. An automatic door shuts unexpectedly. Remote<br />

controlled furniture falls onto the protagonist’s path and thus becomes an obstacle.<br />

Lights are turned off a millisecond before the protagonist reaches the switch.<br />

Coupling can be achieved when the living-cave and the player or the player’s Body<br />

become - temporarily or permanently - one system. In the prototype biofeedback<br />

game Bioplay5000, for example, we have shown how a player can control building<br />

and multimedia functionalities with his body functions. When coupled with the system<br />

we have conceived, the player can “blow out“ the lights - the system recognizes the<br />

signal dip caused by heavier breathing, as well as the position of the player (cf. Walz<br />

et al. 2005).<br />

It appears, then, that architectures capable of fully immersing the Homo Ludens Digitalis<br />

in a ludic space are just around the corner. Naturally, this raises certain questions<br />

for the future. Will the hypothetical cave-as-game-apartment reward healthy sleeping<br />

behavior? What will happen when the cave as a play-ground is combined with other<br />

play-grounds, such as Television (think the TV show Big Brother turned interactive<br />

game)? As the author noted in 2006 on his portfolio Website (http://spw.playbe.com):<br />

As a designer, I imagine a “game generation:” People who grew playing<br />

mostly computer and videogames for all their lives, people whose prime<br />

technological and medial references consist of tools, mechanisms, and<br />

interaction patterns inherent to both entertainment experiences and the<br />

ubiquity of computing technologies. A coming “Homo Ludens Digitalis,”<br />

writes game and pedagogy theorist Michael Wagner, carries with<br />

her and thus initiates a cultural shift towards a “hypermedial reading<br />

competence,” where the ludofi cation of society has us experience media<br />

not only interactively, but, more importantly, tactically. Like McKenzie<br />

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Wark – who speaks of a ”military entertainment complex” – I believe that<br />

this shift is deeply political.<br />

With the co-evolutionary advent of pervasive computing, interactive<br />

experiences (and entertainment experiences in particular) are no longer<br />

bound to sedentary or mostly screen based medial situations such as console<br />

or PC gaming. Mobile computing devices such as smartphones, sensor<br />

and actuator-rich environments and controllers, positioning services,<br />

and computer integrated environments, as well as the pervasiveness<br />

of the Internet have already begun to transform the game generation’s<br />

apartments, buildings, plazas, and cities into technological playgrounds,<br />

where ”appropriate design sets the stage for human experience. (...) This<br />

experience is mediated by this stage, by a place, at best” (McCullough<br />

2004).<br />

The art and craft of make-believe place-making challenges architects,<br />

urban planners, and game and interaction designers, and it is likely to<br />

(need to) take advantage not only of the game generation’s competencies<br />

as described above, but also refl ect the expectations of the Homo Ludens<br />

Digitalis, who has been trained to win not only in gamespace, but in the<br />

gamespace of the everyday.<br />

I suspect that in the game generation’s world, everyday and everywhere<br />

surveillance will become a functional consequence of these expectations.<br />

Furthermore, what I refer to as “surveiltainment,” will represent a sine<br />

qua non condition – that is, a constituting and self-evident precursor of<br />

the game generation’s ways of living in as well as playing with its world.<br />

A number of arguments support this assumption:<br />

(a) ubiquitously computerized, dynamic (make-believe) places are nothing<br />

but computer based surveillance systems, even if they permit cheating or<br />

are used in ways unexpected by their designers;


(b) games, by their very nature, are surveillant, dynamic, yet intrinsically<br />

motivating learning systems. These systems always know how to reward<br />

the player and let the player seem to master the game while in fact assuring<br />

that the game masters the player;<br />

(c) because games are, at their interactive core, about motivation and<br />

learning, and because computers are extremely fi t for processing rules<br />

(the core of games) – and thus fi t for performing games – surveiltainment<br />

is the cultural consequence of computerized capitalism.<br />

In other words: the successful application of games for so-called ”serious”<br />

purposes other than entertainment by way of omnipresent technologies<br />

will entail the emergence of new forms of profi t and power execution.<br />

Interaction designer John Thackara warns and reminds us that in the<br />

context of experience services, content should be something one does,<br />

not something one is given. Pervasive game designer Jane McGonigal,<br />

then, may be right in arguing that all gameplay is performance and all<br />

performance gameplay and that ultimately, gamers aim at creating a total<br />

aesthetic experience – a social utopia, a Wagnerian “Gesamtkunstwerk.”<br />

Nonetheless I believe that in the spaces and times of the game generation,<br />

we may think that we make experiences, but it could easily be that the<br />

experiences make us – our routines, our rituals, our collective memories,<br />

our cultural repositories, and our heterotopian societies (cf. Thackara<br />

2006, addendum spw) (Walz 2006b).<br />

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9. Labyrinth (and Maze)<br />

Labyrinth and maze are spatial complications of the “detour principle” (Kern 1982:13).<br />

They program a rhythmic form of swinging kinesis between player and a kind of building<br />

that may have its roots in an ancient dance choreography of the same name (1982:19).<br />

These forms have become, both architecturally and metaphorically, prominent spatial<br />

confi gurations in computer-based games that afford players the chance to explore<br />

gameworlds and, by adventuring, relieve the initial vertigo they cause. Whether<br />

virtual or physical, these kinesthetic confi gurations are architectural stages with<br />

explicitly inscribed kinetic rules, experienceable only thanks to a subject’s physical or<br />

mental Mobility.<br />

From the architectural perspective of a player within, labyrinths and mazes are “bounded<br />

spaces to be traversed; their main purpose is to delay the walker as he goes from point<br />

A to point B” (Fernández-Vara 2007:74). Upon closer inspection, we fi nd that there<br />

exist two fundamental constructive methods to achieve this delay:<br />

● The unicursal method, in which the distance between points A and B is<br />

extended by creating a path ordered in a circuitous, winding, meandering<br />

fashion. This design method generates the classical labyrinth (Kern<br />

1982:23). Indeed, unicursal bounded spaces are called labyrinths, which,<br />

as Moles/Rohmer/Friedrich point out in a discussion of the relationship<br />

between labyrinths and graphs, are “nothing more than the expression in<br />

simple words of a behavioral graph of movements of being, an application<br />

of Graph Theory to real space” (Moles/Rohmer/Friedrich 1977:3).<br />

● The multicursal method, in which (a) paths are forked so that the walker is<br />

forced to guess which path will take him to point B in the shortest amount<br />

of time, and (b) dead-ends are incorporated into the path structure. This


design method generates a maze, a special type of labyrinth that was<br />

originally conceived as a literary setting and only later transformed into<br />

a visual reality (Kern 1982:23). Mazes force players to make choices –<br />

like, for example, choosing between forking paths, “the simplest fi gure of<br />

nonlinearity” (Aarseth 1997:91), or choosing among functionalities such as<br />

linking/jumping, “the hypertext master fi gure” (ibid.) so masterfully applied<br />

by Kolb (1994) in a still groundbreaking non-fi ction hypertext that discussed<br />

how hypertext alters the way an argument can spatially and non-linearly<br />

unfold. In less rhetorical and literary theoretical terms, the maze, then, can<br />

be understood as a spatial device with a clear entry point and assumed exit<br />

point, featuring ambiguous and consciously disorienting paths. A maze is a<br />

building that hinders free navigation, yet like a labyrinth, renders the act of<br />

walking through it exciting.<br />

Put another way, “Labyrinths have many meanings. Two of them stand out: the fear of<br />

getting lost and the pleasure and challenge of exploration. These opposing meanings,<br />

not uncommon in symbols, explain partially our fascination with them” (Passini 1999).<br />

On the basis of Passini’s observation, we can apply our systematics to investigate<br />

the primary functions that both confi gurations serve. These include: constraint,<br />

concealment, obstacle/test of skills, and, above all, exploration. Together, all these<br />

functions unite to disorient the player by defying and challenging his or her ability to<br />

comprehend a given spatial layout.<br />

Although, as we have seen, the unicursal labyrinth creates a mild form of disorientation,<br />

it is a disorientation that often inspires quiet contemplation, if not outright meditation. A<br />

main secondary function of the labyrinth is more aesthetic: we enjoy the art and craft<br />

of the meander, the twisting of the passages, and the knowledge that we are safe in<br />

a “wild” but designed space. Labyrinths and mazes lie at the heart of architectural,<br />

urban, and game design: they are architecture’s major rhetorical fi gure in that every<br />

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single building, by virtue of its formal nature, includes a kind of labyrinth. The very<br />

formal nature of a City is labyrinthine too. It is not surprising, then, that architects have<br />

always used labyrinths as a kind of unique building signature and Map: a building’s<br />

labyrinth contains an encoded description of the building’s geometry as well as sitespecifi<br />

c numeric symbolism (Hébert 2004). Perhaps the most famous example of such<br />

a labyrinthine building signature is the walkable, eleven-circuit labyrinth embedded<br />

in the fl oor of the Cathédrale Notre-Dame de Chartres, the soaring Gothic cathedral<br />

located in Chartres, France.<br />

Labyrinths and mazes can be compared not only in terms their cursality (i.e. how they<br />

necessitate player choice for exploration progress), but also by determining the degree<br />

to which the functions mentioned above are present in the given labyrinth and maze<br />

play-grounds. The relationship between different mazes and labyrinths is summarized<br />

in Table 9; emerging play stimuli are cited in parenthesis.<br />

Unicursal Labyrinth Multicursal Maze<br />

Purposed disorientation function Weaker Stronger (vertigo)<br />

Purposed aesthetic function Stronger (contemplating, storytelling) Weaker<br />

Role of player choice for progress Weaker Stronger (problem-solving)<br />

Overall player requirements Weaker Stronger (contesting)<br />

Table 9<br />

Labyrinth versus maze: A summarizing comparison.<br />

By combining both typologies and assuming a purely constructed space (i.e. one<br />

lacking, for example, extra obstacles), we can see that the labyrinth is a play-ground<br />

best conceived as a spatial device for creating linear experiences that features some<br />

degree of disorientation, but doesn’t require the player to make numerous choices


in order for the game to progress (as does, for example, a narratively oriented<br />

game). A maze, on the other hand, is a play-ground for non-linear play that seeks to<br />

disorient the player and requires spatial decision-making as a necessary condition of<br />

game progress.<br />

If additional play stimuli or functions are added to the pure labyrinth made of path<br />

and walls, active participation and choice-making become more important. Let’s<br />

look at an example: the motion ride Abenteuer Atlantis (AA) – in English, Adventure<br />

Atlantis – which moves players automatically through a labyrinth. Although highly<br />

computerized, the ride will be discussed here in the general context of labyrinths (both<br />

physical and virtual) because it is highly revelatory of the prospects for the labyrinth as<br />

play-ground.<br />

AA is an advanced interactive shooting darkride designed for families and housed in<br />

the Europa Park, one of Europe’s largest theme parks. AA opened in March 2007 and<br />

is a hybrid between a darkride and a shooter game in the spirit of pioneering shooting<br />

darkrides such as Buzz Lightyear’s Space Ranger Spin at Disney’s Magic Kingdom<br />

theme park in Orlando, Florida.<br />

AA takes place in an enclosed space and consists of 58 connected gondolas, each of<br />

which can accommodate two to three passengers. The basic premise is that players<br />

are embarking on an expedition to the depths of the ocean in search of the mythical<br />

city of Atlantis. The gondolas move on a looped track at a maximum speed of 0.4m/<br />

sec, transporting up to 1,800 players/hour. With “laser harpoons,” infrared light guns<br />

mounted on the gondolas, players can (repeatedly) shoot at more than 80 infrared<br />

enabled targets during their ride and thereby score up to ca. 400,000 points. Player<br />

scores are presented on the expedition vehicle’s panel, as well as on a public display<br />

monitor located at the ride’s exit (Ertz 2007:28f.).<br />

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High scores are recorded on the ride’s Website at http://atlantis.europapark.de, where<br />

a very simple Java based shooter game lets players virtually pre- or post-experience<br />

the ride. Both the AA Web game and the AA darkride are, to borrow the words of Celia<br />

Pearce, “spatial media” (2007:201). But how is the medium of the ride spatial? A looping<br />

ride is a curvilinear, volumetric apparatus erected in space. The ride has evolved over<br />

time, coming a long way from one of its earliest incarnations, the traditional amusement<br />

park ride known as Tunnel of Love, a hideaway for young couples. The ride’s historical<br />

roots can be traced back to the original meandering, linear indoor experience: the<br />

labyrinth, of course. Interpreted as a game, then, the AA ride can be viewed as a<br />

curvilinear, yet seated fi rst-person shooter action game with limited degrees of freedom;<br />

the game is quite literally “on rails,” cf. Sellers (2006:14).<br />

In AA, the player has some range of motion, and can swirl around in her seat using<br />

a joystick mounted to the gondola’s panel. She cannot, however, swirl around a full<br />

360° or leave the gondola to explore. The special controller used for this game ride<br />

adds to the immersion experience, but the game’s core stimuli are contesting stimuli,<br />

to which the player responds via the mechanics of shooting and hitting while moving<br />

continuously: because during a ride, a target out of sight is a lost target, the central<br />

challenge in AA is to aim and hit targets while being physically moved by an external<br />

engine. We can read AA as a game system manifesting itself as a conveyor belt,<br />

thereby happily merging the logic of capitalist mass production with the logic of the<br />

militaristic moving target. Rides such as AA open up a whole new world of possibility<br />

for the labyrinth and, at the same time, merge the digital game play-ground with the<br />

play-ground of the Amusement Park attraction with the help of <strong>Technology</strong>.<br />

Labyrinths and mazes appear in all shapes and sizes across play modalities. Figure 24<br />

shows a door lock labyrinth. Figure 25 shows the architect’s signature on the fl oor of the<br />

cathedral in Chartres, and Figure 26 depicts a walkable maze on permanent exhibition


at Stuart Landsborough’s Puzzling World in New Zealand, a highly recommended<br />

walkthrough museum dedicated to Impossible Worlds. Lastly, Figure 27 shows a<br />

screenshot of the arcade hit Pac-Man (1980), displaying the game’s maze that has<br />

inspired the pervasive game PacManhattan (2004).<br />

Figure 24<br />

Turning door (un-)locking into a playful activity:<br />

The Defendius Labyrinth Security Lock made of<br />

titanium alloy. Photo reproduced by permission<br />

from Art. Lebedev Studio (www.artlebedev.com).<br />

Figure 25<br />

Depiction of the fl oor labyrinth in the<br />

cathedral of Chartres as the architect’s<br />

signature and a kind of map to the<br />

structure of the site.<br />

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Figure 26<br />

The walkable “Great Maze”. Photo reproduced by permission from Stuart Landsborough’s<br />

Puzzling World, New Zealand.<br />

Figure 27<br />

Pac-Man © 1980 2009 Namco Bandai<br />

Games Inc. Reproduced by permission.


10. Terrain<br />

Play activity and play-ground can become temporary properties of one another via<br />

a terrain. In the summer of 2006, during the FIFA World Cup in Germany, the author<br />

was invited to Stuttgart to role-play the master of ceremonies for a soccer related<br />

performance installation created by an artist friend. The installation concept was to<br />

transform a space not originally intended for soccer gameplay into a semi-permanent<br />

soccer gamespace. The idea is reminiscent of the Situationist détournement strategy,<br />

which was discussed, for example, by Borries (2004) in reference to Nike’s guerilla<br />

branding and athletic take-over of Berlin’s non-sports-related locales.<br />

Figure 28 shows how drawing a mid-sized soccer fi eld onto a garage’s concrete<br />

courtyard changes our perception of both the architecture of the garage and the game<br />

of soccer. This change was visually verifi ed by teams of children who played a soccer<br />

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Figure 28<br />

A garage parking lot transformed into<br />

ludic terrain: Performance art installation<br />

in Stuttgart, Germany, during the<br />

Soccer World Championships 2006.


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tournament on the concrete “fi eld” as part of the installation. From a window on the<br />

second fl oor, the author served as the performance-game’s live commentator.<br />

We, the audience – simultaneously spectators and installation components – quickly<br />

realized that any given terrain in the City could be tested to see if it was fi t for fi eld<br />

sports, even without a hired referee (again, see Figure 28). Spread the idea: Temporary<br />

magic circles in the shape of soccer fi elds can be created with the help of nothing<br />

more than, for example, some cardboard stencils and spray cans. All sizes – all over<br />

town! No need to build miniature wooden goals or goal nets, we can manage without.<br />

Players need only negotiate the location of the goals. The installation demonstrated<br />

how quickly a neutral terrain could become a play-ground – a lived, i.e. played, space –<br />

in the presence of players. Interestingly, the kids had been asked to “perform playing,”<br />

and quickly ended up just playing without thinking of the performance any longer.<br />

In his materialist history Skateboarding, Space and the City: Architecture and the<br />

Body, Iain Borden analyzed in great depth how skateboarders perform the city, how<br />

they engage with the terrain they choose to use, and how their body-space can<br />

only be understood in combination with the architecture they use because both are<br />

reconstructed when one encounters the other (Borden 2001:185).<br />

Once skaters move into the city, away from private houses, suburban roads, and<br />

skate park architectures, Borden fi nds that they usually prefer to skate in neglected<br />

space – i.e. space characterized by architecture that lacks meaning and symbolism,<br />

that has form, but no (longer) function. Using a term coined by Roland Barthes<br />

and Henri Lefebvre, Borden refers to these reduced, totally designed spaces<br />

as “spatial degree zero” – reduced to totally functional language, totally functional<br />

objects, totally functional spaces, totally functional time. These spaces look and feel<br />

exactly alike; monotony replicates their steps, banks, handrails, curbs, parking lots,<br />

gaps, benches, blocks, streets, roundabouts, and plazas, all of which lack individual


identity. Because they are totally functional, they are ideal play-grounds. Borden argues<br />

that “the life of the city should incorporate all manner of spaces where people can<br />

gyrate, glide and rotate, mime, perform and declaim, climb, descend and traverse –<br />

that is to say, where they can act out their opinions” (Borden 2007:332). This is exactly<br />

what skaters do when they skate; by performing, they have fun and implicitly argue<br />

that motion play can fi ll the void of zero degree space. Figure 29 shows a map of<br />

skateboarding sites in Berlin.<br />

Figure 29<br />

Berlin “MobMap” skateboarding map, mentioning environmental features such as stairs, ledges, walls etc.<br />

Reproduced by permission from MOB Skateboards Roth & Neuss GbR, Giessen.<br />

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Similarly, the Tony Hawk branded skateboarding videogame series – launched in 1999<br />

with Tony Hawk’s Pro Skater – lets players experience the way in which urban spaces-<br />

as-play-grounds trigger fun. At fi rst, “topography becomes the opponent, a spatial<br />

challenge the player must overcome” (Küttler 2007:125). But the more a player learns to<br />

master the architectural challenges, the better he understands that just like in a physical<br />

skateboarding space, the architecture is not only his enemy, but also his potential ally –<br />

without it, he would not be able to perform certain gameplay tricks like grabs, fl ips, and<br />

lips. As Borden explains, “Our urban spaces are not there just for purposes of work,<br />

tourism, retail and other supposedly important affairs, but also for having fun, for letting<br />

go, for, in fact, being ourselves in our full range of emotions and bodily extensions”<br />

(Borden 2007:334). The difference between physical skateboarding and videogame<br />

skateboarding is that the game terrain is not designed for zero degree functionalism,<br />

but rather intentionally designed to program one hundred percent skateboarding fun.<br />

In addition, the videogame playing e-skater does not criticize a space by performing<br />

it, but rather performs the space in order to master it and optimize her experience. In<br />

videogames, the virtual activity of skateboarding becomes totally functionalized.<br />

We all know that the activity of skateboarding may be easily misunderstood and<br />

dismissed as mere child’s play. The logical extension of such dismissal, however, is the<br />

assertion that architecture must concentrate on the space of designed building-objects.<br />

This view unnecessarily limits both architectural theory and practice to a “fetishism that<br />

erases social relations and wider meanings” (Borden 2001:7).<br />

Many examples of terrain play-grounds exist, and many more will emerge once<br />

given terrains are reinterpreted by players. In the Grand Canyon, for example, the<br />

Skywalk attraction is meant to cause delight by inducing vertigo by taking architectural<br />

advantage of the terrain. On golf courses, landscapes are sculpted masterfully for the<br />

sole purpose of making it harder for the player to sink a small ball into a similarly small


hole and thereby cause delight. Parkour, a global terrain play phenomenon invented by<br />

childhood friends David Belle and Sébastien Foucan almost 20 years ago in the Paris<br />

suburbs, requires players – or so-called traceurs – to playfully challenge themselves to<br />

overcome obstacles in the built environment as rapidly and fl uidly as possible, adapting<br />

their movement to the city’s topographical constraints, cf. Feireiss (2007:280). Just<br />

like the skater, the traceur charges the city and its diverse restraints as though it were<br />

a physical opponent. Similarly, in several action and action-adventure videogames,<br />

the player character can perform free running moves similar to that of the traceur (or<br />

skater). See, for example, the Prince of Persia Sands of Time series (2003-2005), Free<br />

Running (2007), or the free running-inspired action-adventure game Mirror’s Edge<br />

(2008), set in a seemingly utopian urban environment. The form of spatial awareness<br />

characteristic to the above-mentioned examples (e.g. skating, golf, Parkour, free<br />

running videogames) is linked to a (often near-esoteric) philosophy of fee paths, fl uid<br />

movements, and smooth passages – a philosophy, in other words, of play-grounds<br />

where player and architecture unite to form a Playground of architecture.<br />

11. Map<br />

The term “map” is used by players of fi rst-person shooter games35 to describe the<br />

environment in which they play. All maps scale and virtualize the human Body (and<br />

fi rst-hand human experience). A concrete top-down map function fi rst appeared in the<br />

genre’s classic game Doom (1993). In Doom, the player uses this so-called “automap”<br />

by pressing the tab button on the PC’s keyboard, thereby switching “between the<br />

35 Note: This section stands out from all other sections because its argument is presented from a computer<br />

game perspective, as opposed to a physical space perspective. As you will see, this argumentative path is necessary<br />

in order to examine the nature of the map-like and mapped play-ground, and is valid because maps are, in<br />

themselves, virtual, abstracted, representative spaces, just like computer games.<br />

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perceptual and the conceptual modes of space” (Günzel 2007:446). When in automap<br />

mode, the player can perform a number of play actions, such as marking the current<br />

position, zooming in or out, overlapping the perceptual mode with the map view, or<br />

automatically centering the map even if his avatar is moving.<br />

The automap demonstrates two major functions of maps in visual games: orientation<br />

and real-time strategic maneuvering in the allegorical gamespace (ibid.). Digital games,<br />

and particularly fi rst-person shooters, allow players to act with as well as within maps<br />

by, for example, interactively mapping the gamespace by navigating through it.<br />

More fundamentally, games – board games, videogames, pervasive games, etc. – map<br />

rules onto space, whereby gamespace is constituted, carved, or used in a certain ludic<br />

fashion because it enables a certain type of play (e.g. a fl at fi eld enables running, a<br />

stage enables role-playing, etc.). Let us look at an example of such mapping.<br />

In the fall of 2004, the author organized a mandatory weekend excursion for his<br />

“ArchITectural Game Design” course at the University of Stuttgart, Germany. The class<br />

traveled to the St. Norbert conference and lodging center in the small village of Rot an<br />

der Rot in southern Germany. St. Norbert is a former Premonstratensian monastery<br />

that was given up by the order in 1959. It is a beautiful, Baroque building complex<br />

composed of the abbey church St. Verena, which is still in operation, the castle-like<br />

main building with picturesque towers, wide hallways, and high, stucco-adorned<br />

ceilings, and several additional annexes. Today, as in the 12th century, the remote<br />

village of Rot is dominated by the cloister and seems to constitute a sacral landscape<br />

of contemplation.<br />

In this atmosphere of cultivated peace, students were asked to use the available<br />

classroom furniture – typical seminar space tables and chairs – and whatever other<br />

moveable items they could fi nd to reorganize the former cloister’s hallway. The goal


was to prototype the space as both play-ground and map fi t for a simple shoot-out<br />

game involving NERF-type plastic toy weapons. This type of game prototyping allows<br />

for physical playtesting beyond the board game, a method that, it is believed, is among<br />

the most practical and effective playtesting methods for pervasive games.<br />

After constructing a fi rst level, students played different kinds of shooter game subgenres<br />

in the space, including Capture the Flag and Survivor. Fortunately, the building’s<br />

layout supported these types of gameplay: the hallway stretched around a 90° corner,<br />

with one leg running a length of circa 50 meters and the other leg running circa 30<br />

meters. The opposing teams set up headquarters at opposite ends of the hallway. We<br />

elected two referees and agreed that upon being hit with ammo, a player could be<br />

removed from her team by one of the referees, who would thus need to observe the<br />

scene closely. Play sessions ranged in time from one minute up to an exhausting ten<br />

minutes. For each session, we slightly modifi ed the rules of play by, for example, letting<br />

players remain in the game until they had been hit three times, or by rewarding hits by<br />

letting successful players move a piece of furniture.<br />

In each variation, and across several map iterations, the portable objects in the hallway<br />

were always tipped over so that their surfaces could be used as upright shields. In<br />

later sessions, players cut out portable Styrofoam shields to supplement the furniture<br />

protection. Throughout the course of the session, we noticed re-occurring gameplay<br />

tactics, which, as it turns out, were tactics typical of agonal competition and, more to<br />

the point, typical of battling games that feature action elements such as hitting, running,<br />

and hiding. These gameplay tactics included:<br />

● Self-protection and “lying in wait” (often used in third-person shooter<br />

games): The undersides of tables were used as trenches as well as safety<br />

and recovery zones. In videogames, however, players tend to dislike<br />

“lie in wait” gameplay as it results in unexpected “frags” instead of clear<br />

PLAY-GROUNDS<br />

203


PLAY-GROUNDS<br />

204<br />

combatant kills. A game’s level design is usually blamed and disdained for<br />

requiring “lie in wait” gameplay. In our physical game sessions, however,<br />

we found that “lying in wait” was actually an exciting game element not only<br />

because of the physical, full body tension that resulted from unexpected<br />

attacks, but also because of the back-and-forth tension that resulted from<br />

the knowledge that someone was hiding behind a shield.<br />

● Path obstruction: Players used the tables in their leg of the hallway<br />

to regulate their opponents’ movement in gamespace by, for example,<br />

placing objects in opponents’ trajectories to slow them down or block their<br />

vision.<br />

Figures 30A - 30B shows the basic setup of the shorter leg of the hallway and a scene<br />

from the game in that leg (note the referee on the very left of the image).<br />

Figure 30A<br />

Playtesting of elimination<br />

mechanics with participants<br />

in a game design workshop,<br />

taking place in the former<br />

Premonstratensian monastery<br />

St. Norbert in Rot an der<br />

Rot, Germany. (30A) Level<br />

leg. (30B) Playability session<br />

with players and referees<br />

standing by the windows.


As a device for generating, formalizing, and testing the spatial aspects of game concepts<br />

in their early stages, this play-ground construction method proved to be fast, effectively<br />

iterative, and physically engaging. Furthermore, its physical appeal makes this type of<br />

game construction method interesting for participative design situations. Though this<br />

playtesting method is not suited for re-staging more complex situations, it can be used<br />

to scale up a situation that has only been tested in miniature form. That way, real<br />

people and physical movement can be incorporated into the testing process, which will<br />

thereby better simulate a fi nal product.<br />

You may perhaps be asking yourself why this example was entered into the inventory.<br />

The most obvious answer is that it provides a good example of a mapped play-ground.<br />

But beyond that, it can also help illustrate the idea of mapping as an intervention. Preexisting<br />

spaces that at fi rst seem unfi t for gameplay can always be designated as play-<br />

Figure 30B<br />

PLAY-GROUNDS<br />

205


PLAY-GROUNDS<br />

206<br />

grounds; the result of this renaming is impossible to predict. A former monastery, for<br />

example, may be considered inappropriate for wild, physical play, especially considering<br />

that most monastery visitors seek silence. And yet surprisingly, engaging in wild, physical<br />

play in just such a monastery proved quite a positive experience. The same seemingly<br />

inappropriate, but actually quite lovely and thought-provoking intervention occurs in the<br />

graveyard game Tombstone Hold ’Em (2005), in which players play a variation of poker<br />

in the – you guessed it – big, open, and enthralling space of a public cemetery.<br />

With the introduction of positioning Technologies and location-based pervasive games,<br />

the mapping of rules onto spaces and the map-based interactivity described above are<br />

merging into a new kind of play-ground: mapped and map-like.<br />

During the design process of REXplorer, maps played a number of important roles<br />

including, for example, in the prototyping of hotzones, i.e. physical zones in which the<br />

player can interact with specifi c game challenges. Because GPS can have problems<br />

in urban spaces due to buildings or even clouds obstructing signals from the satellites,<br />

it is very important to test a game’s GPS location system thoroughly to ensure proper<br />

functionality. Our hotzones are defi ned iteratively based on GPS measurements and<br />

extensive play sessions. We developed a map tool (see Figure 31) that allows us to<br />

visually defi ne the hotzones based on the GPS measurements derived during testing.<br />

Using this tool, we were able to iteratively defi ne hotzones and to determine that GPS<br />

alone is not suffi cient for the accuracy that we require. To support location detection, the<br />

REXplorer system thus also uses Bluetooth beacons, as well as providing players the<br />

ability to manually enter their locations when the location detection fails.


Figure 31<br />

REXplorer map tool that visually defines hotzones based on GPS measurements from<br />

playtesting.<br />

Maps are also used in REXplorer’s souvenir brochure and blog. During the game, the<br />

player’s progress is tracked. The resulting information is used to create a personalized<br />

souvenir geo-Weblog (blog). The player blog documents the player’s route through<br />

space by interfacing with Google maps and through time by chronologically listing all<br />

sites and characters with which the player interacted during her session (see Figure<br />

32). The blog provides de-briefi ng Web links concerning the game characters that<br />

appeared during gameplay, so that players have the opportunity to learn even more<br />

PLAY-GROUNDS<br />

207


PLAY-GROUNDS<br />

208<br />

about the history of the sites they visited. During their game session, players can – and<br />

are reminded to – shoot pictures and videos of their fi eld research. This image material<br />

(and its corresponding location information) is then automatically added to the blog as<br />

part of an interactive map.<br />

Figure 32<br />

A souvenir blog documents the player route, visited points of interest, and playergenerated<br />

content (pictures and videos). Clicking on a point of interest on the<br />

map links the visitor to in-depth historical information about that point of interest,<br />

including external links and a bibliography to encourage further exploration<br />

and learning.


REXplorer’s game controller provides a simplifi ed keypad interface, one of whose<br />

functions is a map button. Since the players are tourists, they generally have diffi culties<br />

navigating through a foreign city. To compensate for this, we provide a physical German<br />

language tourist map in the souvenir brochure, indicating the paranormal activity sites<br />

(see Figure 33). By pressing the map button, players can also see their current position<br />

on a smaller on-screen map, as well as the destinations of all current open quests.<br />

This helps them immensely as they try to navigate through the City in order to fulfi ll<br />

the quests.<br />

\<br />

MAXIMALE SPIELZEIT: 60 MINUTEN<br />

Geben Sie das Gerät nach Ablauf der Spielzeit<br />

bitte in der Tourist-Info am Alten Rathaus ab.<br />

Danke!<br />

12<br />

Das<br />

magische<br />

Stadtspiel.<br />

01<br />

Domgarten<br />

S<br />

Start:<br />

Salzstadel<br />

14 13<br />

11 10<br />

02<br />

Dom<br />

15<br />

16<br />

Barbara-<br />

Blomberg-Haus<br />

Bischofshof<br />

08<br />

23<br />

Tourist-Info<br />

03<br />

Dompfarrkirche<br />

17<br />

Krauterermarkt-<br />

St. Johann<br />

22<br />

25<br />

04<br />

Domplatz<br />

18<br />

Neupfarrplatz<br />

26<br />

20<br />

27<br />

05<br />

Dalberg-Residenz<br />

19<br />

Neupfarrkirche<br />

15<br />

19<br />

09<br />

17<br />

24<br />

28<br />

16<br />

06 02<br />

18<br />

06<br />

Haus Heuport<br />

20<br />

Löschenkohl-<br />

Palais<br />

S<br />

05<br />

07<br />

Römerturm<br />

21<br />

Porta Praetoria<br />

08<br />

Zanthaus<br />

22<br />

Rathausplatz 1<br />

Altes Rathaus<br />

Figure 33<br />

(Right) The outside of the brochure displays<br />

a legend for device buttons and gestures.<br />

Players receive the brochure when they rent<br />

the detector and start playing the game. (Top)<br />

The inside of the souvenir brochure features a<br />

large map with game action locations marked.<br />

21<br />

04<br />

WICHTIG: Während Sie eine Geste ausführen, dürfen Sie<br />

die Kamera auf der Rückseite des Geräts nicht verdecken!<br />

01<br />

03<br />

07<br />

!<br />

WILLKOMMEN, REXPLORER!<br />

Bitte lesen Sie diese Anleitung vor dem ersten Gebrauch aufmerksam<br />

durch. Nur so sind Spielspass und die einwandfreie<br />

Funktion des Detektors garantiert.<br />

SPIELZIEL<br />

REXplorer ist ein laufendes<br />

Forschungsprojekt zu ortsbasierter<br />

Computernutzung und touristischer<br />

Unterhaltung im Stadtraum und<br />

wurde gemeinsam produziert von<br />

Regensburg Regensburg Experience Experience<br />

REX Erlebnismuseum<br />

Regensburg Experience gGmbH<br />

www.rex-regensburg.de<br />

Mit freundlicher<br />

Unterstützung von<br />

Starten Sie am Salzstadel ( S<br />

). Untersuchen Sie die Magie<br />

der Stadt! Besuchen Sie möglichst viele magische Orte und<br />

kontaktieren Sie www.rexplorer.de<br />

die Ortsbewohner (siehe Stadtplan) durch<br />

eine korrekte Geste; erfüllen Sie möglichst viele der Aufgaben,<br />

die Ihnen gestellt werden. Ihre Route und Ihre<br />

Ergebnisse werden für Sie auf www.rexplorer.de als personalisierter<br />

Weblog automatisch zusammen gefasst. Ihre genaue<br />

Weblog-Adresse erfahren Sie nach Spielende bei Abgabe<br />

09<br />

10 Ihres Detektors 11 in der Tourist-Info am 12 Alten Rathaus. 13<br />

Goliathhaus Neue Waag Haidplatz Goldenes Kreuz Runtingerhaus<br />

!<br />

Bitte achten Sie unbedingt auch auf andere Verkehrsteilnehmer - Fußgänger,<br />

Fahrradfahrer, PKWs und Altstadtbus! Mit der Teilnahme an<br />

dem Spiel übernehmen Sie die volle Verantwortung für Ihre Bewegungen<br />

im öffentlichen Raum. Auch für den REXplorer gilt die<br />

Strassenverkehrsordnung.<br />

23<br />

24<br />

25<br />

26<br />

27<br />

Rathausplatz 4<br />

Reichstagsmuseum<br />

Steinerne DER DETEKTOR Kastenmayer- IM ÜBERBLICK Goldener<br />

Brücke<br />

Haus Turm<br />

Baumburger<br />

Turm<br />

ORTSWAHL-TASTE GESTEN-TASTE<br />

OFFENE AUFGABEN<br />

& PUNKTESTAND<br />

STANDORT<br />

ORTSWAHL-TASTE Mit dieser Taste rufen Sie die Ortswahl auf<br />

und können einen magischen Ort auswählen<br />

GESTEN-TASTE Drücken und halten Sie diese Taste, um eine<br />

Geste auszuführen. Dies ist nur an magischen Orten möglich.<br />

AUF / AB BZW. LAUTER / LEISER Wählen Sie mit diesen<br />

Tasten in der Ortswahl einen Ort per "AUF" / "AB" aus bzw.<br />

passen Sie die Lautstärke an.<br />

OFFENE AUFGABEN & PUNKTESTAND Ein Tastendruck lässt<br />

Sie Ihre Aufgaben und Ihren Punktestand überprüfen sowie<br />

nicht erledigte Aufgaben löschen.<br />

STANDORT Blendet bei gedrückt gehaltener Taste Ihren<br />

Standort ein.<br />

KAMERA Ein Tastendruck ruft die Kamerafunktion auf. Ihre<br />

Bilder werden auf Ihrem persönlichen Weblog zusammen<br />

gestellt.<br />

WIEDERHOLEN Taste drücken, um das zuletzt Gehörte zu<br />

wiederholen.<br />

Luftbild- und Stadtplanabdruck mit Genehmigung der Stadt Regensburg, Amt für Stadtentwicklung<br />

AUF / LAUTER AB / LEISER<br />

KAMERA<br />

WIEDERHOLEN<br />

SPIELANLEITUNG<br />

ORTSWAHL<br />

1<br />

1 Aufruf der Ortswahl durch Drücken der Ortswahl-Taste ( ).<br />

Ortsliste mit den Tasten (auf) und (ab) durchsuchen.<br />

2<br />

Gesten-Taste drücken, um den Ort auszuwählen.<br />

14<br />

Keplerhaus<br />

3<br />

Gewählter Ort und doppelter Detektor-Ausschlag werden angezeigt.<br />

DIE FÜNF MAGISCHEN GESTEN<br />

Mit der richtigen Geste lösen Sie die magischen Elemente<br />

28 Wasser, Feuer, Luft und Erde aus und können so mit einem<br />

Wurstkuchl Ortsbewohner interagieren. Ortsbewohner geben versteckte<br />

Hinweise, welche Geste Sie ausführen sollen, um Aufgaben<br />

anzunehmen. Beispiel: "Die Glut meiner Liebe" erfordert die<br />

Geste "Feuer".<br />

Sie haben den Ort ausgewählt? ( 3 ) So geht es weiter: Die<br />

Gesten-Taste gedrückt halten, Bewegung zügig ausführen,<br />

Taste loslassen. Nach korrekter Geste meldet sich der jeweilige<br />

Ortsbewohner. Wenn die Geste nicht erkannt werden konnte,<br />

erscheint ein rotierendes Gesten-Auswahlmenü.<br />

ERDE<br />

WASSER<br />

INFO<br />

2 3<br />

FEUER<br />

LUFT<br />

Mit der Info-Geste erfahren<br />

Sie Wissenswertes zum<br />

gewählten Ort.<br />

Spielkonzept und -umsetzung: Steffen P. Walz (ETH Zürich) & Tico Ballagas (RWTH Aachen)<br />

Prospektgestaltung: Lars Doneith | Illustrationen: Joel Mendoza, Florian Leonhardt<br />

© 2007 REX Erlebnismuseum Regensburg Experience gGmbH | www.rex-regensburg.de<br />

www.rexplorer.de<br />

PLAY-GROUNDS<br />

209<br />

PLORER<br />

Das<br />

magische<br />

Stadtspiel.<br />

Detektorverleih und -rückgabe<br />

Regensburg Tourist-Info, Altes Rathaus<br />

Montag - Freitag 09:00 - 18:00<br />

Samstag 09:00 - 16:00<br />

Sonn- u. Feiertag 09:30 - 16:00 (November - März 09:30 - 14:30)<br />

REX - Regensburg Experience<br />

www.rex-regensburg.de | info@rex-regensburg.de | 0 94 04 - 96 30 80


PLAY-GROUNDS<br />

210<br />

12. Playground<br />

Today, the playground is a highly regulated space built by adults for children up to the<br />

age of about twelve years. In the EU, public playground surfacing and playground<br />

equipment must comply with the detailed DIN EN 1176 and 1177 standards, which detail<br />

issues of construction, safety, and maintenance as well as the liability assumed by the<br />

playground premise owner. For example, an apparatus with a height of more than 1.50<br />

meters requires an impact-absorbing layer of sand, fi ne gravel, or bark mulch36 — at<br />

least 20 centimeters thick; playground equipment not suitable for children younger than<br />

three years of age must include an entrance safeguard mechanism; and all see-saws,<br />

swings, merry-go-rounds, spring riders, climbing structures37 , chin-up bars, slides, and<br />

sandboxes must be checked by janitors every one to three months and by a surveyor<br />

every year. In the USA, the National Safety Council has formulated similar rules38 .<br />

36 Bark mulch is not recommended by the author, as it contributes to mold build-up.<br />

37 The history of the climbing structure – trademarked in 1920 as the Jungle gym – is interesting, as it feeds<br />

back into the history of the playground. Jungle gym inventor Sebastian Hinton was a lawyer and son of mathematician<br />

Charles Howard Hinton. Hinton is mentioned in Jorge Luis Borges’ short story The Secret Miracle and<br />

in Alan Moore’s graphic novel From Hell mostly because he was interested in a fourth dimension and coined the<br />

term tesseract to describe a four-dimensional hypercube structure in which four lines spring from each vertex to<br />

other vertices. Most likely attempting to build a physical model of the hypercube, Hinton constructed a threedimensional,<br />

multiple-cube bamboo framework in his backyard in Japan while Sebastian Hinton was still a child.<br />

Hinton senior theorized that people would never comprehend the fourth dimension while they led their lives in<br />

the second, always moving on fl at planes. He believed that if people became more comfortable in a real three-dimensional<br />

space, the intellectual step to the fourth dimension would be easier. Mimicking a Cartesian-coordinate<br />

system in mathematics, Hinton named one set of horizontal poles X1, X2, X3, etc. Those horizontal poles at right<br />

angles to the X poles were Y1, Y2, Y3, etc., while the vertical poles were designated as Z1, Z2, Z3, and so on.<br />

Hinton senior would then call out coordinates, “X2, Y4, Z3, Go!”, and his children – including Sebastian – would<br />

scramble for that intersection. Later, Sebastian explained that he and his siblings were happy to humor their<br />

father with these drills, but what they really enjoyed was simply climbing, hanging, chasing, and playing like monkeys.<br />

And because that type of play was so enjoyable, he eventually decided he wanted to build such a construction<br />

for his own children; the jungle gym was the result (Duran 2006).<br />

Sebastian Hinton’s wife was Carmelita Chase Hinton, who founded the progressive The Putney boarding school<br />

in the 1930s. Shortly before she married Hinton, she had been Jane Addams’ secretary at the Hull House, where<br />

she took a two-year course on playgrounds (McIntosh Lloyd 1988).<br />

38 Cf. http://www.nsc.org/resources/factsheets/hl/playground_safety.aspx.


In playgrounds, playing almost always takes place under direct (i.e. legal guardian),<br />

or indirect (i.e. nanny) control conditions. Essentially, these safety precautions clarify<br />

the types of play that the playground and playground apparatus enable: risk-taking,<br />

pursuing vertigo, adventuring, and achieving.<br />

Of course, the standards mentioned above provide security and protection for our little<br />

ones. But at the same time, standards seek to discipline the Body, as Foucault has<br />

told us time and time again; this disciplining the playground shares with the original<br />

concepts of the Kindergarten and the Campus, and has embraced the playground<br />

concept already, too. The solar powered playground exercise equipment i.play by<br />

Playdale Playgrounds Ltd39 comes with a central LED console and switches at different<br />

heights. Children have to follow commands issued by the the console, dictating which<br />

switch to activate next; individual or group exercising and performance scores can later<br />

be entered into an i.play website. Whilst employing the collecting-based play stimuli<br />

within the context of an action competition, i.play is not only a ludic architecture in the<br />

age of ubiquitous computing and videogame-like mechanics, but also an advanced<br />

instrument of hybrid reality discipline. And yet the origin of the urban playground is not<br />

discipline, but rather the opposite.<br />

While roundabouts and swings have existed since the pleasure gardens of the 18th<br />

century (Mumford 1961:379), urban growth and industrialization induced by capitalist<br />

logic wiped out natural playspaces, meaning play had to be taken from outdoors and<br />

relocated to densely crowded houses and apartments or over-populated streets:<br />

“Thus this paved desert, adapted primarily to wheeled traffi c, became also park,<br />

promenade, a dangerous playground” (1961:427). In the face of these rapidly growing,<br />

monotonous, industrial, and condensing urbanities, a US reform movement, supported<br />

by women’s rights activists such as Jane Addams, encouraged the public and<br />

39 Cf. http://www.intelligentplay.co.uk.<br />

PLAY-GROUNDS<br />

211


PLAY-GROUNDS<br />

212<br />

municipal administrators to provide spaces that would cater to children’s “insatiable<br />

desire for play” (Addams 1909:Chapter 1). In her seminal book, The Spirit of Youth<br />

and the City Streets, 40 Addams advocates public recreation, hands-on education, and<br />

artistic experience in the form of playgrounds, parks, and sports fi elds located within<br />

the City and aimed at healing and overcoming urban alienation and providing direction<br />

and focus. Eventually, major cities answered Addams’ call, slowly but steadily erecting<br />

supervised playspaces.<br />

It was only with the increased building of suburbia in the US that the terrain of suburban<br />

greenbelts was won back for outdoor playing. The spatial organization of public<br />

“playscapes” mirrors these illusionary naturalizations, offering experiential, modeled<br />

Figure 34<br />

A children’s see-saw that drives a water pump<br />

in disguise, conceived for the United Nations<br />

funded sustainable village of Gaviotas in Colombia.<br />

Illustration © 1998 Michael Middleton reprinted<br />

in “Gaviotas” © 1998 Alan Weisman, used with<br />

permission of Chelsea Green Publishing (www.<br />

chelseagreen.com).<br />

40 The full text of the book can be read online at: http://www.gutenberg.org/fi les/16221/16221-h/16221-h.htm.


terrains that incorporate vegetation and water into play, as well as, for example, log<br />

xylophones, barefoot paths, and human-scale garden chess – the latter, certainly as<br />

a means to appeal to older audiences as well. Originally intended as a play-ground<br />

of urban liberation, the playground has come to be the play-ground of secured and<br />

sealed-off play.<br />

In the ultimate example of disciplining the body, playgrounds can become places of child<br />

work, taking advantage of children’s insatiable desire for play and exploiting kinesis as<br />

kinetic energy. In 1971, in the Columbian war zone of Vichada, a number of idealistic<br />

engineers funded by the United Nations co-founded the eco-village of Gaviotas at<br />

4°33’17”N, 70°54’55”W in an attempt to create a community of sustainable living at this<br />

very remote site. Over the years, engineers and native Guahibo Indians have come up<br />

with many innovations and inventions, among them, a children’s see-saw that drives a<br />

concealed water pump. With every kinesis cycle of the see-saw– rise and descend –<br />

clean water is lifted from below ground (Weisman 1998); see Figure 34. At Gaviotas,<br />

the played liquid is a blessing; but at another site, in another context, the innate power<br />

of children may be played upon.<br />

The play-ground that is a playground is always a refl ection of its wider context. This<br />

notion is clearly evident in a novel approach to urban playground design.<br />

At Burling Slip in Lower Manhattan near South Street Seaport – an area that has few<br />

playgrounds but is becoming increasingly attractive to residents with children – the City<br />

of New York’s Department of Parks and Recreation together with “pleasure architect”<br />

David Rockwell have developed a fi gure-eight-shaped landscape for collaborative play.<br />

The “imagination playground” 41 (Figure 35) comprises a multi-level space with sloping<br />

ramps made out of wood that are intended for running and that connect a sand zone<br />

and water zone. Loose play elements are distributed all over the ground: toys and tools<br />

41 Cf. http://www.imaginationplayground.org.<br />

PLAY-GROUNDS<br />

213


PLAY-GROUNDS<br />

214<br />

such as foam blocks, small boats, and tubes, elbows, and gaskets for constructions, all<br />

maintained and overseen by so-called adult “play workers.” The goal of this playground<br />

space – which resembles the Situationist New Babylon concept; see the Society entry<br />

in this inventory – is to encourage social, sensory, interactive, and individual fantasy<br />

play rather than limit ludic engagement to physical activity (Cardwell 2007).<br />

Figure 35<br />

Rockwell Group and the New York City Department of Parks and Recreation: Imagination<br />

Playground in Lower Manhattan, which opened in 2009. Drawing reproduced by permission from<br />

Rockwell Group.


13. Campus<br />

Typically, the campus – from the Latin campus, in English, a fl at expanse of land, plain,<br />

or fi eld – is the ground on which American university buildings are built, comprising<br />

research and teaching facilities, administration buildings, student accommodation, and<br />

spaces for leisure activities such as gyms or a stadium. The campus concentrates a<br />

university’s academic facilities on one site meant to embody its overall mission, thereby<br />

compacting all aspects of everyday life into an educational play-ground.<br />

After World War II, the idea of the campus hit Europe, with many “greenfi eld” campuses<br />

built in the 1960s and 1970s, including the one where the author worked for some<br />

years, ETH Zurich’s Hönggerberg campus.<br />

In European urban planning, these introverted and “gated,” yet economically viable<br />

campuses are currently being criticized for their lack of quality public space and their<br />

monoculture (Christiaanse 2007). Their typology, it is argued, runs counter to the<br />

efforts of many academic institutions to reintegrate themselves into the urban public<br />

realm (Hoeger 2007). One strategy to overcome this alleged remoteness is to make<br />

a campus culturally, socially, and thus architecturally attractive so that it can serve<br />

as an urban catalyst for surrounding city neighborhoods. This strategy is exemplifi ed<br />

by the ongoing ETH Zurich Science City project, which aims to urbanize the remote<br />

ETH campus Hönggerberg and transform its buildings into a sustainable model for the<br />

university of the 21st century, adding an Information Science <strong>Center</strong>, a Sport <strong>Center</strong>,<br />

an academic guest house, student housing, as well as a learning and meeting center<br />

with an event and exhibition area, career center, and computer-integrated library<br />

(Christiaanse 2007).<br />

Another, less construction-oriented strategy based more on computer <strong>Technology</strong> is to<br />

increase the attractiveness of campuses and thereby create a sense of connectivism.<br />

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216<br />

This strategy is exemplifi ed by the game prototype ETHGame. The game was<br />

developed during the winter of 2004/05 in a design class taught by the author and his<br />

colleagues at the ETH Zurich in the Department of Architecture. In it, we supervised<br />

an interdisciplinary group of architecture and computer science students who worked<br />

together on a pervasive game prototype. The class culminated in a two-week intensive<br />

workshop and a presentation before school executives involved in strategic e-learning<br />

projects.<br />

The ETHGame prototype game is a location-based question and answer quiz-like<br />

experience in physical space, linking mobile computing and computer-integrated<br />

buildings. The game takes place across the city-wide ETH Zurich campus, involving a<br />

virtually unlimited number of student and faculty players and about 250 wireless access<br />

points.<br />

In the game, these access points represent interactive locations and their locative<br />

narratives. The game serves as a vehicle for transmitting and querying knowledge<br />

about the individual location’s narrative. Thus, each physical location serves as a<br />

game locus and interface for the game, and the combination of locations serves as a<br />

seamless cross-campus playground. The pervasive environment of the building sites<br />

connects players and the game system.<br />

The fi nal game is playable on campus with any mobile or stationary computer and a<br />

valid school network account. When a player physically enters a predefi ned knowledge<br />

space with a mobile device, the game locus asks the player location-dependent<br />

questions concerning general and technical, discipline- and site-related topics. Figure<br />

36 illustrates a representative application interface for the locus “Baumensa” – in<br />

English, the “cafeteria of the architectural department.”


log<br />

/ Your last login: 18.2.2005 at 16:00<br />

/ There are 4 new Professors<br />

/<br />

/ 26 days and 15 hrs remaining<br />

Chica<br />

Don Carlos<br />

info zoom<br />

/ Loci: BAUMENSA<br />

/ ETH Hönggerberg-HIL-Level D<br />

/ 3 Players in loci BAUMENSA<br />

/ 7 Friends are online<br />

/ User Chica entered loci<br />

BAUMENSA has a<br />

question Class 1 for you!<br />

accept<br />

not accept<br />

Danchoice<br />

D-BWS<br />

Professor<br />

academic<br />

sympathy<br />

them me<br />

Don Carlos<br />

D-ARCH<br />

Assistent<br />

academic<br />

sympathy<br />

Figure 36<br />

An exemplary application interface of the ETHGame prototype, in which<br />

physical locations are superimposed with game rules to foster collaborative<br />

activity and site and discipline specific learning. Here, the locus<br />

“Baumensa” - the cafeteria of the Department of Architecture inside the<br />

ETH Zurich’s HIL building - challenges the player with an architectural<br />

question. Interface sketch by Daniel Wahl.<br />

ETHGame’s gameplay involves role-playing an avatar that must collect points by<br />

answering loci questions. Starting out as a “freshman,” the player tries to become the<br />

one and only Nobel Prize winner by climbing the virtual hierarchy of the game. Once<br />

a player reaches the level of “professor,” she keeps collecting points to ensure her<br />

victory. Only one player can win the ETHGame “Nobel Prize” by correctly answering<br />

Danchoice<br />

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PLAY-GROUNDS<br />

218<br />

the last question of the game. If a previous question has not been answered to a locus’<br />

satisfaction, a player must consult with another player who is already in close proximity,<br />

and together, they must solve the puzzle. Game high scores are displayed on a public<br />

high score board. Players may also swap points for coffee discounts in the school’s<br />

cafeterias.<br />

By ascending game levels through cooperation, answering questions (together with<br />

other players), and collecting credit points, a player can win the game and be awarded<br />

the ETHGame’s Nobel Prize. Once begun, the game – which is supposed to last for six<br />

weeks – could impact or at least inspire the way students and faculty work and learn,<br />

cf. Walz and Schoch (2006), who detail the design processes of the game as well as<br />

design studio didactics.<br />

How did the campus come into being? What culture does it spatialize? Polyzoides (1997)<br />

argues that campus-making can be considered a unique contribution to urbanism in<br />

that it provides a kind of compressed urbanity, borrowing from precedents in European<br />

urbanism, particularly in the arrangement of the central city plaza, the campo (or piazza),<br />

which then described the central lawn between groups of university buildings, and later<br />

the university itself. Campus-making in the US, however, was originally inspired by and<br />

is still carried out according to what Polyzoides calls the Jeffersonian spirit:<br />

A liberal education was viewed as a means for young Americans to<br />

defend their democratic freedoms over their life-times. In support of<br />

that goal, the campus was designed as an idealized setting: a city in the<br />

countryside or a countryside in a city. There, students were to be exposed<br />

to the civilizing powers of architecture to impart lessons of civic duty<br />

and community service. A campus education was intended to convince<br />

students of the necessity for tradition and the possibility of cultural<br />

evolution (ibid.).


Since its inception, then, the campus americanensis has served as a certain kind of<br />

cultural environment, a Societal disciplining environment in which on the one hand,<br />

alternative lifestyles can be experimented with, and on the other hand, students can be<br />

initiated into the social norms that they will later follow in a microscopic urbanity – in,<br />

that is, a Playground for young adults.<br />

In the 1970s and 1980s, the tag-like game Assassin (also known as the Circle of<br />

Death) became widely popular in these special campus environments. In tag-style<br />

games (contemporary variants include Gotcha and Paintball), players stalk and hunt<br />

one another at all places at all times in an effort to eliminate competitors with imaginary<br />

or mock weapons so that eventually, only one surviving player remains. ”Weapons” can<br />

range from NERF-type guns (see Map) to random acts of kindness, which are used<br />

in the outdoor game of benevolent assassination, Cruel 2 Be Kind42 (McGonigal and<br />

Bogost 2006).<br />

In 1981, Steve Jackson, a US designer of role-playing games and tactical war games,<br />

published a rulebook for these games titled, Killer. In the afterword, John William<br />

Johnson of Indiana University describes Killer as “a ‘codifi cation’ of an orally transmitted<br />

folk game which has been diffusing from one [US] university campus to another for<br />

the past fi fteen years” (Johnson 1981:75). Killer paved the road for live action roleplaying<br />

and game design in that it standardized rules for hosting one’s own game and<br />

provided guidelines and scenarios for “human hunt” style, Assassin-like live actionrole-playing<br />

games. It also described a number of historical origins for such games,<br />

including Wargaming; tabletop fantasy role-playing à la Dungeons & Dragons, and the<br />

re-enactment culture in campus towns such as Berkeley, CA (Tan 2003). The Society<br />

of Creative Anachronism, founded in 1966 in Berkeley by a group of science fi ction and<br />

fantasy fans, for example, is a worldwide Middle Ages re-enactment and re-creation<br />

42 For game rules, see http://www.cruelgame.com.<br />

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PLAY-GROUNDS<br />

220<br />

organization whose members study and execute everyday Medieval life in everything<br />

from agriculture to cooking, dancing to gaming, leather working to medicine, poetry to<br />

pottery, weapon-making to goldsmithing, and weaving to woodworking. Medieval foot<br />

combat, however, is the organization’s main attraction (SCA 2008). Johnson makes<br />

clear the way that this and similar organizations infl uenced Killer, and then goes on to<br />

show how Killer, in turn, infl uenced modern LARP (live action role-playing) culture, see<br />

the Theater entry in this inventory.<br />

Salen and Zimmerman, investigating the relationship between the artifi ciality of games<br />

and their cultural environments, describe the Assassin game of the 1980s as follows:<br />

“Game play took place not only in a special, isolated game space, but in and among<br />

the activities of daily life” (Salen and Zimmerman 2004:572). Although it is clear that<br />

the authors understand “activities of daily life” as everyday campus activities, their<br />

description is misleading; it is that special, isolated, 24/7 miniature urbanity of the<br />

campus play-ground that enables all the stalking, hunting, and evading over the course<br />

of the semester.<br />

Assassin takes the underlying ideas behind wargaming, fantasy table-tops, and<br />

combating out of the dorm rooms and onto the wider campus; and campus games are<br />

“theatrical in nontraditional but thrilling ways. Players are both actors and audience<br />

for one another” (Murray 1997:42). But Assassin-type games go even further: they<br />

take the spirit of the campus out of the city-in-a-city and into urbanities, pervading<br />

the everyday with a prank culture and the concept of joyful “killing.” In contrast, the<br />

ETHGame prototype attempts to create a collaborative campus play-ground which is<br />

still agonal enough to be fun.


14. Square<br />

In De Architectura, ancient Roman architect Vitruvius argues that because the Roman<br />

forum was traditionally used for gladiatorial games, a plaza should be built in its place<br />

to not only serve as a public communication and trading space, but also as an arena<br />

(Vitruvius Pollio 1796/2001a:201). Referencing this designerly advice, early 20th<br />

century urban planning theorist Camillo Sitte describes the Roman forum – the mother<br />

of all plazas and squares, combining Greek agora and acropolis (Mumford 1961:223)<br />

– as a kind of Theater (Sitte 1909/2001:8). In Sitte’s reading, the forum is the urban<br />

equivalent of the country estate’s atrium: without these, the city cannot function.<br />

In an aesthetic criticism of 19th century European urbanism, Sitte (1909/2001) 43<br />

proposes a square typology. At its core, Sitte suggests that we perceive a square as a<br />

room – that is, as an enclosed area, at best the heart of urban creativity. Sitte strongly<br />

opposes early modernist urban planning ideas such as ordering spaces symmetrically<br />

or orthogonally and obsessively concentrating on form and shape. Instead, he uses a<br />

psychologically informed proportional analysis of the spatial structures of ancient Italian,<br />

Austrian, and German cities and squares in relation to their monuments to show how<br />

spatial irregularity and ornament can allure us and thereby make public squares more<br />

attractive. Modernist architecture – in particular, Le Corbusier’s vision of urbanizing the<br />

city as exemplifi ed by his conceptual designs, Ville contemporaine pour trois millions<br />

d’habitants (1922) and Plan voisin pour Paris (1925) – rejected Sitte’s approach in<br />

favor of clear, simple, anti-ornamental geometrical design.<br />

The advent of postmodernist urban planning, however, helped revive Sitte’s approach.<br />

In the US, Jacobs (1961) initiated a discourse about inhospitable cities, criticizing Le<br />

Corbusier’s wide, garden city-like grid structures for allegedly promoting crime. Jacobs<br />

43 First translated into English and published in the US much later, cf. Sitte (1945).<br />

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PLAY-GROUNDS<br />

222<br />

suggested that the inhospitality of US city cores and streets be overcome by taking a<br />

lesson from dense, almost congested city areas – those, that is, that have installed<br />

a system of unconscious social control through a direct juxtaposition of street level<br />

stores, parlors, and residential living spaces. In her argumentation, Jacobs takes<br />

on Sitte’s very own reading of agoraphobia – in his opinion, the fear of modernist,<br />

geometrically concise squares of emptiness and ennui (Sitte 1909/2001) in which<br />

we feel unprotected and insecure. In other words, that which we could call “negative<br />

space” (Frederick 2007:6), a kind of space that does not enclose. Still, mind that even<br />

Le Corbusier’s concept of placemaking attempts to create positive space, though with<br />

a different understanding of scale and regularity.<br />

Designers of play-ground experience must fi rst and foremost consider the type of<br />

place with which they are confronted. Is it a place that follows a functional layout logic,<br />

where, as Mies van der Rohe put it, “less is more?” Or is it a place that is irregular and<br />

ornamental, where, as architect Robert Venuri said, “less is a bore?” Just because a<br />

space seems suitable for dwelling, doesn’t mean it is. Why? Because a place is socially<br />

constructed – it only comes alive through the people that inhabit it and the ways they<br />

inhabit it. Put another way, “A city’s meaning is not just in its bricks and mortar, but also<br />

in our understanding and use of the information about it” (Chalmers 2004). This notion<br />

can guide the following investigation of a square as a play-ground of public Theater.<br />

In the Tuscan city of Siena, the world-famous horse race, La Corsa del Palio – known<br />

locally simply as Il Palio – is celebrated twice during the summer. Both the Palio di<br />

Provenzano race (in honor of the Madonna di Provenzano) on July 2 and the Palio<br />

dell’Assunta race (in honor of the Madonna Assunta) on August 16 are preceded by<br />

four days of festivities and a pageant with many costumed participants called corteo<br />

storico. Both events take place on Siena’s central square, the Piazza del Campo, and<br />

attract tens of thousands of spectators.


Siena, a former city-republic just like the Tuscan cities of Florence and Lucca, is the<br />

most Gothic of the three, and remains an almost fl awlessly preserved UNESCO World<br />

Heritage medieval city. In fact, the tradition of Il Palio goes back to the Middle Ages,<br />

when the pugna – that is, public games between city districts, most of them combative<br />

– were held on the Piazza del Campo. Starting in the 14th century, the contrada – nongovernmental<br />

city quarter associations that (still) function as urban wards – organized<br />

pugna in the form of running races that took place publicly across the whole city; this<br />

type of pugna was called palii alla lunga. After the Tuscan duke banned the bullfi ghting<br />

pugna in 1516, the contrada organized the fi rst buffalo-back races on the Piazza del<br />

Campo, which later evolved into the modern Il Palio, which fi rst took place around 1650.<br />

For more on the fascinating history of the Sienese Palio, see the seminal scholarly<br />

work by Dundes and Falassi (2005); virtually every tourist shop in Siena carries copies<br />

of this book, now in its second edition.<br />

For our purposes, Il Palio is interesting on three levels, which we will consider in the<br />

following order:<br />

● First, Il Palio represents a ludic activity and historical tradition that takes<br />

place on a city square, follows certain intrinsic rules, and takes advantage<br />

of the urban space where these rules are played out.<br />

● Second, Il Palio is a spatio-symbolic game between city districts.<br />

● Third, Siena is one of the wealthiest cities in Italy, boasting a particularly<br />

low crime rate and featuring the highest social capital in any city of its size<br />

in western Europe (circa 50,000 inhabitants): “Life in Siena seems ideal,<br />

like an arcadia if not even a utopia (...), and the question presents itself<br />

of what we can learn from Siena, and that means from the contrade (and,<br />

by implication, the Palio) for the organization of urban life in general in the<br />

21st century” (Drechsler 2006:101).<br />

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PLAY-GROUNDS<br />

224<br />

As a ludic activity, Il Palio is best described by its operational rules, which are identical<br />

for both palii. Below, I have summarized the rules as explained by Dundes and Falassi<br />

(2005) and Drechsler (2006), concentrating on the race itself, not the surrounding<br />

ludic festivity:<br />

● Il Palio is a bi-annual horse-racing contest thrice around the Piazza del<br />

Campo on the Piazza’s outermost, steeply canted, 7.5 meter ring. Each<br />

lap is circa 300 meters.<br />

● Il Palio is organized by the seventeen contrada, each representing one<br />

Sienese city quarter.<br />

● Il Palio is, in contrade language, defi ned as “War time.”<br />

● In each palio, ten contrada participate, according to a rotational system<br />

and a lottery drawing.<br />

● In the race, ten jockeys on ten horses each represent one of the<br />

participating contrada, wearing the appropriate contrade colors and arms.<br />

The hoses are ridden bareback, and jockeys are allowed to use a whip<br />

both for their own horse and to disturb their opponents’ horses.<br />

● On the starting line, there is only space for nine riders; the tenth has to<br />

stand back.<br />

● When the horses are in the correct position, a local authority, called the<br />

mossiere, starts the race by removing the canapo, the starting cord.<br />

● The fi rst horse to cross the fi nish line with or without a rider, but with<br />

its head ornaments intact wins, and the winning rider and contrade is<br />

awarded a banner of painted silk, the palio.


The race is ferocious and fast. Jockeys hit one another. Horses are killed or injured.<br />

The square is crammed with awe-struck spectators and competing contradaioli, ready<br />

to fi ght those wearing opposing colors. Like in any staging of cruelty (see Theater) or<br />

arena game (see Stadium), the public performance of daring horsemanship, mutilation,<br />

and “physical re-creation” (Drechsler 2006:115) of the contrada is spectacular. Yet,<br />

after the second palio, as the summer begins to wane, Siena again becomes an<br />

outstandingly peaceful city.<br />

The “palio-contrade” complex, as Drechsler thoroughly shows, through contrada<br />

warding and the palii as a defi ned time of war, assures that Siena remains a safe city, at<br />

least on the surface. Is this the desirable urban model for the 21st century? Are games<br />

pacifying the public, and if yes: at what expense?<br />

We can only conclude that the play-ground of the square, a center of urban life in most<br />

European cities, refl ects some kind of spatial and social structuration and, because<br />

of its scale and meaning, is capable of staging and processing central confl icts. Rose<br />

(1999) points out that Il Palio is only one of many paramilitary, intramural games of<br />

Medieval origin played in Tuscan, Umbrian, and many other cities. These games often<br />

refl ect the highly zoned architecture of miniature communes in the hilly urbanities<br />

where they are played, thereby fostering an intra-urban parochial mentality. Mock<br />

combats “offered a non-lethal outlet with, hopefully, a cathartic outcome as a substitute<br />

for the vendetta. Such events were preceded by impressive religious-civic processions,<br />

formally manifesting the government’s jurisdiction. Today, the direct descendants of<br />

these paramilitary games come alive each summer” (Role 1999).<br />

Another example of such an intramural game is the Calcio Storico Fiorentino, a<br />

Medieval form of mob football revived in the 1930s and played on the Piazza della<br />

Novere in Florence. The game serves to illustrate that partisanship in today’s soccer<br />

Stadium to some extent originates in urban or inter-village rivalry. The evolution of<br />

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PLAY-GROUNDS<br />

226<br />

these public games between neighboring areas can also be traced in other soccerrelated<br />

phenomena such as the Shrove Tuesday, an annual ludic fi ght between the<br />

parishes of All Saints and St. Peter’s in Derby, UK (Schulze-Marmeling 2000:12).<br />

The contrada, at least in Role’s reading, remain the intracommunal, militaristic, social<br />

clubs they have been for centuries. Thus for them, organizing Il Palio also implies<br />

controlling the Arcadian life between the fanatically staged games. This, then, is what<br />

we can learn from the Palio-contrada complex for the organization of urban life in the<br />

21st century: The institutionalization of an urban game likely entails other urban and<br />

social effects in a given Society.<br />

15. Theater<br />

Renaissance architect Andrea Palladio’s Teatro Olimpico in Vicenza, Italy, inaugurated<br />

in 1585, is the fi rst example of a covered, freestanding, and autonomous theatre in<br />

Europe since antiquity. Figure 37 depicts a top-view drawing of the building, showing<br />

both the audience space, or cavea, which seats around 800 people, and the separated<br />

stage. In the demarcated cavea – see the Cave entry of the inventory – the audience’s<br />

gaze is fi xed on the stage so that its members become passive spectators to the roleplaying<br />

and storytelling action on stage. Later, the audience would also gaze at the<br />

painted scenography, which displayed the new Baroque illusionary perspective for<br />

the fi rst time, introducing and anticipating the perspectival illusionism which later was<br />

designed onto e.g. façades in the city by the same scenographers (Mumford 1961:378).<br />

Note the startling analogy between the transferal of Baroque theatrical scenography<br />

into the city and the permeation of digital games into everyday life.


Figure 37<br />

Andrea Palladio: Teatro<br />

Olimpico (top view). Drawing<br />

by Ottavio Bertotti Scamozzi<br />

(1776) / public domain. Reproduced<br />

from Wikipedia.<br />

On the one hand, then, modern theater forecloses the intent of Baroque culture to<br />

please the masses by way of illusionist spectacle (see also the Trompe l’œil entry).<br />

On the other hand, and more fundamentally, the elements of the Teatro Olimpico<br />

– stage wall, three entrances (which are the platform for the painted scenes), and<br />

proscenium stage (i.e. stage portal and area between curtain and orchestra crowned<br />

by the colonnaded proscenium arch) – reconstruct the theatre of antiquity, in which the<br />

circularly seated audience is, according to Vitruvius, “immobilized by entertainment”<br />

(Vitruvius Pollio 1796/2001:210). After all, the Greek , théatron, literally means<br />

“place for viewing.”<br />

The spatial boundary between role-play-ground and savoring-play-ground hampers<br />

the to-and-fro between the two parties without preventing it. We can trace practices of<br />

overcoming the separation between actor and spectator in Denis Diderot’s theoretical<br />

treatment of bourgeois tragedy from 1758, Discours sur la poésie dramatique. In it,<br />

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PLAY-GROUNDS<br />

228<br />

Diderot (1994), informed by the spirit of Enlightenment, denounces theatrical stylistic<br />

devices such as a-part speaking or extempore, i.e. improvised a-part sentences, both<br />

of which are intended to break the quasi-programmed demarcation between stage<br />

and audience space in order to create kinetic possibility between actor and spectator.<br />

Diderot suggests that actors should imagine a wall at the front of the stage, separating<br />

fi rst fl oor and acting area. Ever since, this imaginary but impermeable wall has been<br />

known as the fourth wall. An accompanying factor for this central concept of naturalist<br />

theatre in the proscenium theatre building can be traced in the concept of “suspension<br />

of disbelief”.<br />

The suspension of disbelief is an essential ingredient for audience enjoyment of<br />

theatrical live play as well as of other forms of entertainment. The term was fi rst coined<br />

by poet and philosopher Samuel Taylor Coleridge in 181744 to describe the audience’s<br />

shared willingness to imagine – in other words, accept the validity of a piece of fi ction<br />

and the space it defi nes, even if the fi ction or certain of its fi ctional properties are<br />

impossible or fantasy-bound (see the Impossible Worlds entry) - as long as the fi ction<br />

delivers entertainment. In games, the suspension of disbelief can take on many forms.<br />

In a digital contest of tennis, a player incapable of physically playing tennis suspends<br />

disbelief when enacting a tennis player avatar and beating Swiss champion Roger<br />

Federer in a simulated tennis match. In fact, the basic allegorical character of digital<br />

games presupposes a suspension of disbelief.<br />

The notion of breaking Diderot’s fourth wall originated in Bertolt Brecht’s theory of the<br />

“Epic Theater.” Brecht, a German theater director, playwright, and Marxist, envisioned<br />

an audience seated in a classical theatre building becoming aware of what it was<br />

watching, thereby emotionally distancing itself from the on-stage action and growing<br />

into a body of consciously critical observers. In order to achieve this activation effect<br />

44 Cf. http://www.english.upenn.edu/~mgamer/Etexts/biographia.html (a Web version of chapter XIV of<br />

Coleridge’s Biographia Literaria, wherein the phrase appears).


– which Brecht called Verfremdungseffekt, in English, “estrangement effect” – actors<br />

can, for example, directly address the audience, whereby the illusion of play and hence<br />

the suspension of disbelief are destroyed for the sake of self-realization (Brecht 1964).<br />

Brecht’s modernist theater embodies a deeply political and social idea of the relationship<br />

between audience and actors, and can be seen as a critique of passively consumed<br />

entertainment. This approach not only departs from the work and dramatic theory of<br />

Brecht’s contemporary Constantin Stanislavski, but also stands in stark contrast to<br />

other infl uential theater theories such as Artaud’s affective “Theatre of Cruelty,” which<br />

uses violence and sexuality to put the audience in the middle of the spectacle of the<br />

play and engulf (and expose) it, thereby keeping it in an affective trance. In a certain<br />

sense, Artaud was similar to Brecht: he believed that the unprotected, almost surrealist<br />

theater experience could become a catalyst for societal transformation – a way to take<br />

full advantage of the Aristotelian concept of catharsis by addressing the unconscious<br />

chaos of the “great dark myths” (Artaud 1958:31). Brenda Laurel clarifi es for us that<br />

Brechtian theater, for its part, suggests that catharsis – considered as pleasurable<br />

emotional closure in the Aristotelian sense – necessarily takes place beyond the play’s<br />

ending, that is, when the experience of play becomes embedded in everyday life (Laurel<br />

1993:121).<br />

Brecht’s Epic Theater concept suggests other, more far-reaching techniques to break<br />

the fourth wall and, by extension, to create an integrated play-ground of role-playing.<br />

The most radical technique of the Epic Theatre, the Lehrstück, or “teaching-play,”<br />

was originally intended for children. In it, there is no longer any regulated boundaries<br />

between audience and actor:<br />

The teaching-play teaches by being played, not by being seen. In<br />

principle, no spectator is necessary for a teaching-play, although one<br />

can be utilized. The underlying expectation of the teaching-play is that<br />

the players can be infl uenced societally by performing certain courses of<br />

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PLAY-GROUNDS<br />

230<br />

behaviour, engaging certain actions, rendering certain speeches and so<br />

forth (Brecht 1967:Bd. 17:1024). 45<br />

Brecht’s experimental-educational Lehrstück attempts to develop a theater without<br />

an audience, a theater in which players cooperatively role-play to solve dramatic<br />

confl icts. The vision of the Lehrstück can be traced in a number of contemporary<br />

theatrical modes:<br />

● In German-speaking countries, the fi eld of Theaterpädagogik – in English,<br />

“theatrical pedagogy” – encompasses a set of different Lehrstück-like<br />

activities. These activities aim, for example, to bring together professional<br />

actors and acting laymen, to stage collaborative performances for corporate<br />

and leadership training, to prevent or treat the effects of personal or social<br />

confl icts, to teach and train processes, and to let players assess social<br />

relationships, learn to cooperate, analyze situations, probe attitudes, and,<br />

ultimately, solve problems. The author himself uses Brechtian Lehrstücklike<br />

techniques at several stages in his game design classes. Figure 38<br />

shows a group of students from Tsinghua University in Beijing performing<br />

and analyzing game system procedures during a workshop taught by the<br />

author, with the topic of an Olympic Games pervasive game.<br />

● Much of contemporary theatrical and performance practice plays with<br />

the intimate relationship between audience and actors, often extending<br />

that relationship beyond the theater building. These practices involve the<br />

development play-grounds on the brink of public and private space. Single<br />

45 Translated by the author from the original German: “Das Lehrstück lehrt dadurch, daß es gespielt, nicht<br />

dadurch, daß es gesehen wird. Prinzipiell ist für das Lehrstück kein Zuschauer nötig, doch kann er natürlich<br />

verwertet werden. Es liegt dem Lehrstück die Erwartung zugrunde, daß die Spieler durch die Durchführung<br />

bestimmter Handlungsweisen, Einnahme bestimmter Handlungen, Wiedergabe bestimmter Reden und so weiter<br />

gesellschaftlich beeinfl ußt werden” (Brecht 1967, Bd. 17, S. 1024).


audience members, for example, are brought into a direct communicative<br />

situation with actors acting solely for them; the theater situation is thus<br />

urbanized. In Fiona Templeton’s pioneering city-wide theatrical piece<br />

YOU - The City from 1988 – cf. Templeton (1990) – actors are positioned<br />

at various, fi xed locations in New York City. 46 One by one, each audience<br />

member makes an appointment to go to a small Manhattan offi ce at<br />

a designated time, where he is then picked up by an actor, who takes<br />

the audience member to the next rendezvous point, where he is then<br />

handed over to the next actor. This process is repeated over and over<br />

again until the “client”/audience member ends up at a café after visiting<br />

various locations throughout New York City. YOU – The City is thus clearly<br />

reminiscent of Situationism and clearly related to our Society entry as<br />

well. As one researcher comments, “You - The City can be read in terms<br />

of what the Situationists would have called a détournement of the usual<br />

networks of communication and exchange. Whereas the Situationists<br />

had plans to replace the stairways in Piranesi’s etchings with lifts and<br />

recast the street dustbins in ivory, Templeton presents a détournement of<br />

encounter” (Olsen 2001). In the afterword of her play, Templeton herself<br />

refers to this form of one-to-one intimacy as a theater that assumes and<br />

creates relationships, while simultaneously evoking privacy (Templeton<br />

1990:139f.). The mobile phone theater piece Call-Cutta (2005), created<br />

by Berlin theater collective Rimini Protokoll, is another example of<br />

theater becoming an urban theatrical play-ground, while at the same<br />

time playing with the traditional relationship between actor and audience<br />

and making it more personal. Call-Cutta is a 60-minute neighborhood<br />

walking tour through the urban jungle of Berlin, remotely guided on a cell<br />

46 The author participated in the 2002 Hamburg, Germany version of YOU – The City, called DU / Die Stadt and<br />

directed by Judith Wilske, cf. http://www.att-hh.de/archiv/du/.<br />

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PLAY-GROUNDS<br />

232<br />

phone by call center employees based in Calcutta, who were trained to<br />

dramatize the experience in that they guide the audience through the<br />

telephone etc. 47<br />

Figure 38<br />

Participants in<br />

a game design<br />

workshop at Tsinghua<br />

University<br />

Beijing theatrically<br />

perform a game<br />

system process.<br />

In another strain of performance tradition called role-played drama, participating<br />

performers are simultaneously spectators and actors. Thus, a performing player<br />

is “acting as an author in performing the character, and also acting as audience by<br />

watching other players” (Kim 2004:35), jointly realizing a fi ctional world and story.<br />

Still, this kind of acting, like any acting, depends on the actor’s ability to consciously<br />

differentiate between an ordinary self, a pretended self, and the ensemble.<br />

47 Cf. http://www.rimini-protokoll.de/website/en/project_143.html.


In contemporary times, this dual performer-spectator capacity is the focus of many<br />

pioneering games in the fantasy genre, the best of which is the tabletop game<br />

Dungeons & Dragons (1974). Discussing Dungeons & Dragons, Mackay argues that<br />

fantasy role-playing is a performance art, “worldly entertainment that manufactures,<br />

through a shared social experience, otherworldly playgrounds from the images of<br />

American culture” (Mackay 2001:156). Choy (2004), on the other hand, discusses how<br />

role-playing games can be interpreted and traced as a form of theater as well as a<br />

form of “framing” meaning. As an example of the former, Choy cites Augusto Boal’s<br />

educational Theatre of the Oppressed (TO), which seeks to free the masses from<br />

oppression by involving them in short plays, engaging them in discussion about those<br />

plays, and then encouraging them to freely improvise48 different versions of those plays<br />

in order to solve social problems and, in a bottom-up approach, democratize politics<br />

(2004:56ff.). TO and Brecht’s Epic Theater are similar in that they hand out dramatic<br />

patterns to the performers – starting points, so to speak. Note that Choy does not point<br />

out the tremendous infl uence of Brecht’s Epic Theatre on Boal’s performance theory,<br />

though in fact, the main difference between Brecht’s Epic Theatre and Boal’s TO is only<br />

that the latter is supposed to take place wherever people and their confl icts take place,<br />

i.e. in schools, streets, prisons, churches, or other public spaces. TO, in other words, is<br />

not constrained to the theater building. 49<br />

48 Improvisational theatre in Europe has a long tradition. The Commedia dell’arte (CDA)– or, more to the point,<br />

Commedia all’improvviso – originated in Italy in the 16th century, emerging from the tradition of Medieval traveling<br />

theater troupes. In the CDA, we fi nd typifi ed characters such as the Harlequin, who often invites the audience<br />

to participate in the improvisational play, which usually takes place outdoors, using little or no props and some<br />

pre-scripted dramaturgy (Richards and Richards 1990).<br />

Whereas in the CDA, improvisation is transformed into a semi-regulated performance technique, the impromptu<br />

theatre tradition on which the CDA was based can still be experienced throughout southern Germany and Austria<br />

in the so-called “Volkstheaters.” These types of theaters are similar to community theatres, but are more traditionally<br />

oriented and often stage the same piece year after year.<br />

49 Cf. the Declaration of Principles of the International Theatre of the Oppressed Organization at: http://www.<br />

theatreoftheoppressed.org/en/index.php?nodeID=23.<br />

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PLAY-GROUNDS<br />

234<br />

Choy also adduces Goffman’s concept of frames of meaning within which subjects<br />

perform (2004:58ff.). The “performance frame” differs from the “primary frame” (consider<br />

the words “I will kill you,” which have different meaning when performed as opposed<br />

to when spoken out in a non-theatrical situation), but both are similar in that they<br />

afford participants the chance to act along “conventions of etiquette ( … ) to maintain<br />

engrossment of those who are participating and watching” (2004:60), the latter of which<br />

is essential to the suspension of disbelief both in the proscenium theater and in dramatic<br />

role-playing. In role-playing, this suspension of disbelief is mainly held together by a<br />

specially assigned participant role. In the tabletop fantasy role-playing game Dungeons<br />

& Dragons, the dungeon master is a selected participant who prepares game sessions,<br />

serving as storyteller, moderator, and referee, i.e. game rule interpreter.<br />

Similarly, in live action role-playing games (LARPs), the gamemasters lay out the<br />

fi ctional framework of the LARP to be staged. Although LARPing modes vary widely,<br />

the duties of the role-playing gamemaster typically involve preparing and creating<br />

a consistent role-playing play-ground for players, determining the game mechanics<br />

(i.e. the verisimilitude of player actions), plotting, guiding, possibly providing goals for<br />

characters during an adventure, controlling non-playable characters throughout the<br />

LARP, and interpreting game rules in order to progress the game.<br />

The main difference between tabletop role-playing and LARP is that in the former,<br />

“the creation of meanings is mostly verbal and predominantly symbolic” (Loponen<br />

and Montola 2004:40), whereas in the latter, the use of indices – i.e. a real sword, as<br />

opposed to, say, a card symbolizing a sword – is preferred (2004:41f.).<br />

Still, LARPs typically use defi ned spatial “scenes” for role-playing. Montola and Stenros<br />

(2008:7) identify three major “design ideals” that currently guide LARP makers: (a)<br />

powerful dramas, i.e. LARPs that use scripted events and an act structure; (b) 360°


illusions with perfectly crafted theatrical playspaces, which need not be realistic, but<br />

must be atmospheric; and (c) pervasive LARPing, i.e. pervasive role-playing in which<br />

players and plots actively confront everyday life in urban environments and treat<br />

everyday objects and environments as if they belong to the diegetic fi ction. As Montola<br />

notes: “The selling point of pervasive role-playing is the thrill of non-safe ordinariness<br />

combined with game invading the sphere of the ordinary. It’s not all about the “this is<br />

not a game” illusion (… ) allowing the players to pretend that the game is real. The<br />

attraction is in the pleasure of doing real things for real” (Montola 2007:184). This type<br />

of performative confrontation can and/or even seems to involve involuntary bystanders<br />

as well as basically everyone outside of the diegetic framework of the player (group).<br />

This last design ideal technique thus resembles Boal’s drama technique of the “invisible<br />

theatre,” i.e. a concealed and confrontational performance in a public space, staging,<br />

for example, sexual harassment (Boal 1992).<br />

In Alternate Reality Games (ARGs), the spatial setting of the game becomes ambiguated<br />

(as in: “the game could be anywhere”), and puppetmasters assume roles similar to the<br />

gamemaster. Christy Dena (2007) differentiates among several design duties: setting<br />

the scene by creating game elements, making sure that players can “fi nd” the game and<br />

access it, manually adjusting the game subsequent to player input, monitoring the game in<br />

real time, and facilitating player collaboration through storytelling and other play elements<br />

(2007:238ff.). Design duties do not, however, include making clear to the players that<br />

they are staging an unfolding play, which would represent the ultimate breaking of the<br />

fourth wall.<br />

This breaking, which turns the spectator into a player and vice versa, is clearly evident<br />

in virtual massively multiplayer role-playing games (MMORPGs) such as World of<br />

Warcraft (2004). MMORPGs take place on clearly defi ned, virtual stages, and their<br />

designedness can be compared to the proscenium theatre in that it features a set of<br />

PLAY-GROUNDS<br />

235


PLAY-GROUNDS<br />

236<br />

clear rules that spatially govern experience. Three-dimensional computer simulation<br />

demands a clear demarcation of the quasi-theatrical experience from everyday life. Like<br />

MMORPGs, ARGs also incorporate virtual role-playing spaces into gameplay, albeit<br />

without immersing the player in a sophisticated 3D world. Rather, typical virtual roleplaying<br />

activities in ARGs include, for example, sending an e-mail to a game character.<br />

What all these forms of dramatic role-playing have in common is the intention of merging,<br />

as seamlessly as possible, the roles of actor and audience member. They also have<br />

in common a director, who more or less strictly creates and maintains a performance<br />

frame for the players, who, in turn, maintain this pre-negotiated imaginary gameworld<br />

for themselves and for others. Indeed, Montola fi nds that “all role-playing is based on<br />

a power structure that governs the process of defi ning” (Montola 2007:178). In virtual<br />

environments such as MMORPGs, this power structure is defi ned and maintained by<br />

the game’s rule set in combination with the digital environment and certain functional<br />

and dramatic game elements.<br />

In certain situations, the rule set is the dominant actor. The rule set of the game prototype<br />

for Spirits of Split (the product of a 2004 game design summer school workshop<br />

supervised by the author in Split, Croatia), for example, supersedes an active<br />

puppetmaster during gameplay. In SoS, the whole city core of Split becomes the playground,<br />

with actors acting for, but also interacting with, spectating tourists. In the game,<br />

six locals wearing historic dress roam freely through Split’s city center, overlooked by<br />

the UNESCO World Heritage site, Diocletian’s Palace (see also the Castle entry).<br />

Tourists must locate the “spirits” (see Figure 39, which shows Diocletian himself!) by<br />

touring the city and exchanging keys that they have been handed at one of the booths<br />

at the palace’s gates for cubes, which they receive only when they have located the<br />

“correct” spirit. The game is over once the visitors have collected all cubes. The<br />

characters (i.e. the spirits) perform little songs or pantomimes typical of the time in


which they supposedly lived. Visitors are free to take the cubes home as a gift from the<br />

city. These cubes are similar to the Ole Million Face and Changeable Charlie cube toys:<br />

by turning the cube sides, tourists can puzzle together six perspectively identical<br />

images of six of Split’s historical periods, including its imagined future as envisioned by<br />

its citizens.<br />

PLAY-GROUNDS<br />

237<br />

Figure 39<br />

The character of “Emperor Diocletian”<br />

performed by one of the game design<br />

atelier participants in the tourist game<br />

prototype Spirits of Split (2004). The<br />

game takes place on site at Diocletian’s<br />

Palace, the UNESCO World Heritage<br />

protected Roman monument that today<br />

makes up the city core of Split, Croatia.


PLAY-GROUNDS<br />

238<br />

The discussed modes of theatrical performance draw a wide-ranging picture of the<br />

theatrical play-ground. This play-ground can be presented to an inactive audience or<br />

make the audience its players; it can be organized physically and/or virtually; it can take<br />

place in a very defi ned space or permeate a whole city or combination of playspaces;<br />

it can be a verbal activity or involve physical enactment.<br />

For our purposes of outlining the theatrical play-ground, it is most interesting to defi ne<br />

it as a continuum of play that, at one extreme, strives to maintain a fourth wall between<br />

actor and audience, and at the other extreme, strives to break this wall so that ultimately,<br />

an actor-spectator fi gure can emerge. At the same time, the physical site of the playground<br />

can also vary. As noted above, it can be the defi ned space of the proscenium<br />

theatre, it can be several pre-defi ned stations in a city, it can be any given ad-hoc<br />

location or combination of locations in a city or rural environment, or it can be any other<br />

mediated site. In the latter case, theater permeates space.<br />

Figure 40 depicts how examples from our discussion can be plotted on a two-axis<br />

model. The resulting plot shows, for example, that the special role of the proscenium<br />

theatre in programming role-playing is similar to the special role of spatial programming<br />

in MMORPGs: both offer an enclosed, protected play-ground. This implies that taking<br />

the digital gameworld for granted is not a new quality of theatricality. In an earlier<br />

and more explicitly theater-related concept offered by Goffman, however, theatrical<br />

performance – i.e. dramaturgy – is viewed as a metaphor for everyday social life, in<br />

that we all perform “roles” (e.g. student, teacher, husband, son, etc.) on a given “stage”<br />

(e.g. kitchen, bedroom) for others (e.g. audience, observers, co-participants) using<br />

“impression management.” Impression management is a dramatic effect that arises<br />

from a subject’s task-driven effort to infl uence the audience’s perception about people,<br />

objects, and/or spaces by way of social interaction. This includes facets of performative<br />

presentation such as muscular control, speech, dress code, manner, etc., becoming, in


short, “a staged confi dence game” (Goffman 1959:73).<br />

Proscenium<br />

Theatre<br />

4th Wall<br />

THEATRE OF CRUELTY<br />

COMMEDIA DELL'ARTE<br />

SPIRITS OF SPLIT<br />

YOU - THE CITY<br />

Pervasive<br />

Theatre<br />

LEHRSTÜCK /<br />

EPIC THEATRE<br />

360° ILLUSION<br />

LARP<br />

THEATRE OF THE<br />

OPPRESSED<br />

POWERFUL<br />

DRAMA LARP<br />

INVISIBLE THEATRE /<br />

PERVASIVE ROLE-PLAY<br />

Figure 40<br />

A matrix of performance space and the actor-spectator relationship.<br />

MMORPG<br />

4th Wall<br />

Broken<br />

What types of staged confi dence games, then, do we play when we play MMORPGs?<br />

What games do we play in online social networks, in which we lay open and display<br />

our relationships for all to see, in which diaries have become public blogs for everyone<br />

to read (see the Topology entry), and in which being seen becomes a value, a form<br />

of social capital (see the Panopticon entry)? 50 What is the relationship between this<br />

50 For an overview of social anthropological research related to social network sites, cf. Boyd and Ellison (2007).<br />

ARG<br />

PLAY-GROUNDS<br />

239


PLAY-GROUNDS<br />

240<br />

form of socially accepted theatricality and the theatricality of protected, highly encoded<br />

performance stages of the digital role-playing game that reach out into the public in the<br />

form of LARPs and pervasive games? Will these strains of theatricality complement or<br />

confront one another?<br />

16. Stadium<br />

The stadium is an architectural solitaire; and today, stadia stand out as urban – or even<br />

national – monuments, architectural icons, or medial architectures. For Koolhaas, a<br />

stadium is XL, and the stadium’s BIGNESS implies that it does not need a context. A<br />

stadium represents and functionalizes mass events. It directs the Panoptic gaze of the<br />

savoring audience (especially before the advent of Television)– towards the center of<br />

the giant, usually oval or horseshoe-shaped building.<br />

The soccer stadium can be looked at as a curious combination of a surround theater in<br />

which seating and/or grandstands circle around a central stage or enclose this stage<br />

(Ching 1995:257). Or it can be viewed as an athletic Playground, often in the form of a<br />

fl at lawn, which, as mentioned earlier, enables running and sports contests. In a more<br />

polemic reading, Peter Sloterdijk (2008) notes that in the 20th century, we have faced<br />

a double renaissance of ancient spatial forms: that of the Greek stadium and that of<br />

the Roman arena. Sloterdijk further notes that the latter prevails over the former. Let us<br />

look at both forms to understand what he means.<br />

On the outskirts of their polity, in an ancient gymnasium, perfect and perfectly nude<br />

athletes prepared to participate in the Pan-Hellenic Olympic Games at Olympia, home<br />

of the gods, where well-oiled parties from all over Greece gathered for fi ve days of<br />

competition devoted both religiously and culturally to “the body as the active physical


expression, through disciplined play, of the human spirit” (Mumford 1961:136). For many<br />

years, the barefoot stadion race was the only discipline of the ancient Olympic Games,<br />

and the stadion runners ran towards the Olympic temple coram deis, as Sloterdijk<br />

(2008) notes. The Olympian stadion site evolved with the growth and meaning of the<br />

Olympic Games (Sinn 2004). Originally, the Olympic site consisted merely of start and<br />

fi nish sills, a packed earth track and grass walls for spectators on the sides.<br />

The Olympic Games established an open play-ground of urban rivalry discharged<br />

through public athletic competitions. In architectural and appropriative contrast, the<br />

Roman arena, and particularly the architectural icon of the elliptical Roman Colosseum<br />

(a roofl ess oval, surrounding, that is, literally: an amphi-theatre51 ), inaugurated in 80 AC,<br />

squeezed and enclosed space into a “fatalism machine on a grand scale” (Sloterdijk<br />

2008); see Figure 41. Fighting inside the Colosseum meant fi ghting for life and against<br />

death, and, at the same time, for death and against life. Aristocratic politicians sponsored<br />

inscenations of fate as a spectacle to pacify the masses and “to win prestige and<br />

public offi ce” (Hopkins and Beard 2005:42). Still, bear in mind that the familiar largerthan-life<br />

images we conjure of the Colosseum and the performances there are heavily<br />

infl uenced by fi lms and novels, and that “the performances at the Colosseum varied<br />

enormously according to the ingenuity of the presenter, the amount of money at his<br />

disposal, the practical availability of beasts, criminals or gladiators. After all, a hundred<br />

days of spectacles with executions at lunchtime would surely have soon exhausted<br />

51 The original Latin name of the Colosseum – or Coliseum – was Amphitheatrum Flavium, as construction<br />

took place during the reign of the Flavian emperors Vespasianus and Titus between 70-72 and 80 AD. One myth<br />

holds that it was designed by a Christian by the name of Gaudentius, though Virgil, who died many years before<br />

the Colosseum was built, held that the identity of the Colosseum’s architect was unclear. What is clear is that<br />

the construction required an enormous amount of technical and practical architectural and crafting expertise<br />

(Hopkins and Beard 2005:144ff.). This expertise must also have been responsible for the designs that are not immediately<br />

apparent to the on-site observer – namely, the underground Maze of preparations and storage rooms,<br />

of corridors and hoisting shafts, and of lift wells to the trapdoors above, as well as the intricate network of drains<br />

(2005:136ff.). In a way, we can think of these structures and technologies as the game mechanics, pumping<br />

beasts to the surface and allowing for surprising opponent<br />

spawning.<br />

PLAY-GROUNDS<br />

241


PLAY-GROUNDS<br />

242<br />

the supply of condemned men and women, even in a society as brutal and cruel as<br />

Rome” (2005:73). The Colosseum was, after all, a “political theatre” (2005:41), where<br />

people of the ancient Society went to be seen, to watch, to cheer, to re-enforce power,<br />

to do business, promote, arrange marriages and alliances, and to hail the emperor and<br />

the elite.<br />

Figure 41<br />

Reconstructed architectural drawing<br />

of the Amphitheatrum Flavium in<br />

Rome (top view). Note how the drawing<br />

peels the building layer by layer,<br />

also revealing the technological game<br />

mechanics of the space, i.e. preparations<br />

and storage rooms, corridors<br />

and hoisting shafts, as well as trapdoors.<br />

Reproduced from Wikipedia.<br />

So when Koolhaas argues with the example of Manhattan’s culture of congestion that<br />

“The Metropolis is an addictive machine, from which there is no escape, unless it offers<br />

that, too...” (Koolhaas 1978/1994:293), let us look, with Sloterdijk’s words in the back of


our heads, at the Colosseum as an addictive machine. From this machine, there was,<br />

in a defi nitive sense, no escape for at least one of the gladiatorial opponents who met in<br />

the arena. That the ancient Roman idea of (cruel) theatrical entertainment – optimized<br />

by Technological apparati and constructions – prevails today over the ancient Greek<br />

idea of perfect athletic competitions agreeable to the gods, can be traced in a recent<br />

essay by stadium architect Volkwin Marg.<br />

Marg, who has built numerous soccer stadia in Europe, suggests that in the media<br />

age, soccer stadia are the stage for “commercialized gladiator games” (Marg 2008). In<br />

Marg’s reading, stadia host and manage mass events, and their purpose is to stimulate<br />

vertigo not only through the overwhelming scale of the competitions they host, but also<br />

by means of the masses they can hold. In order to be successful, Marg continues,<br />

recently built soccer stadia must be cramped and steep and feature a sonic lid,<br />

creating a resonance body that amplifi es the synchronous, collective, primal scream.<br />

Marg appropriately names these new incarnations of ancient Roman arenas, “hysteria<br />

bowls” (ibid.).<br />

Other factors also help choreograph the mass experience. The arrival landscape sets<br />

a certain mood; security elements steer the stream of visitors and defi ne how the<br />

play-ground is perceived; the areal inscenates orientation and, eventually, illuminates<br />

the scenery. Yet though the masses may appear homogenous, the logic of sports<br />

marketing dictates the programming of segregation between Super VIPs, VIPs,<br />

business customers, regular visitors, and fans in the building of professional soccer<br />

stadia for the purpose of commercialized entertainment. Taken together, this divided<br />

stadium audience then effectively plays the claqueur for the audience in front of home<br />

television sets, which demands an authentic atmosphere (ibid.). But Marg misses one<br />

important factor, the main factor for those viewers more interested in the ludic activity<br />

than anything else: Not only are different audience “ranks” segregated in the stadium,<br />

but the audience as a whole is segregated - indeed, sealed off – from the players in<br />

PLAY-GROUNDS<br />

243


PLAY-GROUNDS<br />

244<br />

a segregation that resembles the demarcation between audience and actors in the<br />

proscenium Theater. That means that the audience can gaze and hear, but not play,<br />

while the players can play as well as gaze upon and hear the mass and scale of<br />

the stadium.<br />

As in the proscenium theater, the intended hindrance between players and spectators<br />

infl uences audience affects. But there are other factors, too, that work on the spectator.<br />

Not only for the players, but also for the audience, the soccer contest arrogates<br />

partisanship, which is amplifi ed by league, cup, or championship games. Furthermore,<br />

the play-ground of the stadium emotionalizes and reconditions the relationship between<br />

players, fans, and club. In combination with spectator mass and scale, the acting out of<br />

aggression can be better comprehended: In a fi lled arena, it is socially acceptable to<br />

at least verbally release aggression (by, for example, screaming, scolding the referee,<br />

etc.). But when we are in a stadium, we realize that this catalyst function is normalized,<br />

too – that it is part of the ritual in the stadium to behave according to the stadium code,<br />

which includes singing or collective playing (as in the La Ola-wave movement).<br />

Whether it’s a contest stadium52 _ or spectacle arena, the heart of the soccer stadium<br />

remains, architecturally and ludically speaking, the soccer game. The literal basis of the<br />

soccer game is rules, players, ball, goals, and perhaps most fundamental, a fl at green<br />

lawn – a fi eld, really. This soccer green enables players to run and kick around a ball53 .<br />

It can be understood as a life-size Board, demarcated into smaller spaces in order<br />

to visualize and support some rules of the game that takes place on it. The better the<br />

game, the better the impression of the stadium – and for the players, playing against<br />

the background of 80,000 cheering spectators is an impression not easy to forget.<br />

52 Of course, the stadium can be inscenated as a spectacle, too. Watching the opening of the Olympic Games<br />

in Beijing, the author had the distinct impression that he was looking at a red-glowing, almost skeletal Bird’s Nest<br />

stadium wearing a giant Olympic torch, reminiscent of scenes from The Lord of the Rings movies.<br />

53 Of course, a fi eld can be used for throwing discs too, as it is in Frisbee and fl ying disc, cf. Morrison and Kennedy<br />

(2006).


17. Kindergarten<br />

In the 1830s, a pedagogist and crystallographer by the name of Friedrich Fröbel (1782-<br />

1852) developed the idea of the kindergarten as a teaching system for younger children,<br />

opening the fi rst installation of his revolutionary preschool educational framework in<br />

Blankenburg, Germany in 1837.<br />

Fröbel, a highly spiritual and idealistic man, conceived kindergarten as a set of<br />

abstract design activities intended to reveal God’s universal language of geometric<br />

perfection and natural harmony and thereby cultivate children’s innate observational,<br />

reasoning, expressive, and creative abilities: “Its ultimate aim was to instill in children<br />

an understanding of what an earlier generation would have called “the music of the<br />

spheres” – the mathematically generated logic underlying the ebb and fl ow of creation”<br />

(Brosterman 1997:12). Many activities were incorporated into the kindergarten concept,<br />

such as gymnastics games, gardening, storytelling, singing, and group sociability<br />

training. To support these activities, Fröbel invented kindergarten materials, which he<br />

called gifts, intended to serve as play things for the children to and program them<br />

according to the kindergarten concept.<br />

Gifts 1-6, including ball, sphere, cylinder, cube, and block, were intended to teach the<br />

kindergarten children about simple, solid bodies and their kinetic and Tessellation<br />

properties. Children were meant to “contemplate” the surface of Gift 7, parquetry.<br />

The following gifts, e.g. sticks; and drawing with a slate pencil – were dedicated to<br />

exploration of linearity, while Gift 11, punching dotted patterns into paper, was dedicated<br />

to exploration of visible points (von Mahrenholtz-Bülow 1891:269f.). The 12th Gift – an<br />

occupation, really – was sewing, often on gridded paper, and Gifts 13, 14, and 18<br />

entailed cutting, weaving, and folding (which often included making animals and people<br />

by folding a single piece of paper, an activity recommended mostly for older children).<br />

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PLAY-GROUNDS<br />

246<br />

Gifts 15-17 programmed the laying of lines or linear forms by way of slats, jointed slats,<br />

and paper strips. Gift 19, peas work, featured softened peas that served as connectors<br />

for toothpicks or small sticks that were used to create constructions. And fi nally, Gift 20<br />

provides children with modeling clay, which, in a way, encompasses all previous gifts<br />

(Brosterman 1997:64-88). Figure 42 shows exercises that Fröbel suggests for Gift 1,<br />

fi rst published in his Sonntagsblatt newspaper. To us, these exercises have the appeal<br />

of simple play kinesis, of basic to-and-fro.


Figure 42<br />

Gift 1 play exercises as suggested by Fröbel. Reproduced from Goldammer (1872). Illustration<br />

is public domain.<br />

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PLAY-GROUNDS<br />

248<br />

The twenty gifts progress from volume to plane to line to point to line to plane and back<br />

to the beginning: solids (Gifts 19 and 20). Children could not play freely with these<br />

gifts; their use was regulated by Fröbel’s Unitarianist philosophy: “In short sessions<br />

of directed play, the gifts were used to create pictures or structures that fi t loosely<br />

into three fundamental categories – forms of nature (or life); forms of knowledge (or<br />

science); and forms of beauty (or art)” (Brosterman 1997:37). The dimensional waveform<br />

drawn by the twenty gifts and the realms can all be traced in two of Fröbel’s major<br />

inspirations.<br />

On the one hand, Fröbel’s design gifts were inspired by pedagogy revolutionary Johann<br />

Heinrich Pestalozzi, who, driven by a belief that the world consists of combinations<br />

of basic particles, attempted to break down nature into a language of gridded and<br />

geometric elements. He then used this ABC der Anschauung (Pestalozzi and Buss<br />

1803) – in English, object observation lessons – to teach orphans and peasants at his<br />

school in Yverdon, Switzerland. On the other hand, Fröbel’s gifts were inspired by his<br />

obsession with crystals and the four-year tenure he spent under Professor Christian<br />

Samuel Weiss, the father of modern crystallography, at the Mineralogical Museum of<br />

the University of Berlin between 1811 and 1815. At the museum, Fröbel was responsible<br />

for researching and categorizing the museum’s vast collection, which eventually helped<br />

Weiss formulate his groundbreaking, mathematically precise systematics of crystalline<br />

geometry, wherein the forms of crystals are external manifestations of regularly<br />

arranged particles in three-dimensional grids.<br />

Brosterman, in what can be called an archaeology of modernity and design<br />

functionalism, argues that many infl uential architects and form-givers of modernity<br />

have been “indoctrinated, in effect, programmed, by the spiritual geometry of the early<br />

kindergarten” (1997:13): Le Corbusier in Switzerland and later France; Walter Gropius<br />

and Johannes Itten at the Bauhaus in Germany; Theo van Doesburg, co-founder<br />

of De Stijl, in the Netherlands; Frank Lloyd Wright in the US; and, in a turn-of-the-


century Milton, Massachusetts kindergarten, R. Buckminster Fuller, who remembers<br />

how the 19th Gift led him to the invention of triangular structures from semi-dried<br />

peas and toothpicks and, ultimately, the geodesic dome (see Brosterman (1997:84)<br />

and World).<br />

Fröbel conceived all kindergarten activities, including the gifts, as play activities. This<br />

was the novelty of the educational kindergarten: It defi ned a space for play to teach<br />

about life and nature, thereby framing play as essential to childhood development.<br />

If we accept only a portion of Brosterman’s argument – that modernity and modern<br />

design and modern art have their roots in Fröbel’s formal language as expressed in the<br />

kindergarten gifts – then we can further contend that major components of modernity<br />

have their roots in the play of geometrically perfected shapes.<br />

Architecture, then, not only sets the stage for or functionally defers to gameplay; rather,<br />

architecture is fundamentally and inherently the result of calculated play with primary<br />

forms: a jeux de volume et de lumière stretching from Mass Production Housing (Le<br />

Corbusier 1928/2008:253-290) to architectural and urban planning rule sets such<br />

as those put forth in A Pattern Language (Alexander/Ishikawa/Silverstein 1977) and<br />

eventually to games such as Will Wright’s SimCity (1989) or Spore (2008) or the<br />

Patterns in Game Design publication (Björk and Holopainen 2005). To borrow a phrase<br />

from game designer Jesse Schell, these are all tools “to play with patterns” (Schell<br />

2007:402).<br />

From this perspective, and in the words of a gamer, we can read the kindergarten as a<br />

conceptual play-ground of creation – a God-view of interlinked (cf. Topology) creation<br />

where children re-create life forms using a God view for tools and where gift exercises<br />

trigger play-stimuli and each exercise creates an allegory of the perfection of God’s<br />

creation, a creation of playful movement.<br />

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PLAY-GROUNDS<br />

250<br />

18. Amusement Park<br />

The amusement park condenses the City (or any other theme) and the pleasures<br />

of <strong>Technology</strong> into one play-ground. In its attempt to make accessible maximum<br />

entertainment on minimal ground, the amusement park always miniaturizes another<br />

space, even if that space does not yet exist. The amusement park is like a Dollhouse<br />

without macroscopic reference – it must entertain with novelty or variation, not with<br />

commonplaces. An amusement park can be a play-ground for amusing because like<br />

other public sites intended for gazing, adventuring, and contemplating, it is not only<br />

a social destination that we seldom, if ever visit by ourselves, it is also a total playground.<br />

As Caillois notes,<br />

the amusement park seem[s] to be the proper domain of vertigo-inducing<br />

contraptions – machines for rotation, oscillation, suspension, and falling,<br />

constructed for the purpose of provoking visceral panic. However, all the<br />

categories of play are concurrently and seductively involved. Shooting<br />

guns or arrows are competitive games of skill in the most classic form.<br />

(...) Lotteries are everywhere. (...) Mimicry is also present. Jesters,<br />

clowns, ballerinas, and mummers parade and cavort in order to lure the<br />

public” (2001:133f.).<br />

Amusement parks are built and attract people all over the world; people – like the<br />

author - enjoy ”collecting” visits. Existing examples include the Tivoli Gardens in<br />

Copenhagen, Denmark, reportedly the world’s oldest amusement park; the Prater in<br />

Vienna, Austria, with its Riesenrad Ferris wheel familiar from the movie The Third Man;<br />

Disneyland in Anaheim, CA in the USA, the park with the most franchises; Europapark<br />

in Germany, the largest park on mainland Europe; Gorky Park in Moscow, Russia;<br />

Jaya Ancol Dreamland in Jakarta, Indonesia; Blackpool Pleasure Beach in Blackpool,<br />

England; Tivoli Park in Rio de Janeiro, Brazil; and Durban Miniature Railway Park in


Natal, South Africa. In Dubai, developers are currently constructing the three billion<br />

square foot Dubailand54 , a City-size urban entertainment center expected to become<br />

the world’s largest tourist and entertainment destination, combining theme and<br />

water parks, gigantic shopping malls, and residential skyscrapers. Upon completion,<br />

Dubailand will integrate urbanity with the form of the amusement park, becoming the<br />

Arabian spectacle of a New Babylon that the Situationist concept of the future ludic city<br />

of New Babylon never wanted to be (see the Society entry).<br />

At least in the USA, where amusement parks are highly commercialized, the park as an<br />

architectural form has its roots in several other historical forms, which Judith A. Adams<br />

traces in her study The American Amusement Park Industry. A History of <strong>Technology</strong><br />

and Thrills (Adams 1991:1-40). Adams’ study serves to highlight how the amusement<br />

park, that play-ground and precursor to pervasive games, emerged and was shaped:<br />

● Medieval church-sponsored fairs and trade fairs all across Europe.<br />

● So-called “pleasure gardens” in Europe, which emerged in the late 17th<br />

century; unlike the often chaotic and brief fairs, the gardens were available<br />

for outdoor activities throughout the warm seasons.<br />

● Parks such as the Prater in Vienna, which opened in 1766 as a naturalized<br />

and egalitarianizing respite from urban life.<br />

● Mechanized enjoyment machines such as the carousel and the roller<br />

coaster, which constitute the essential and most enduring appeal of<br />

amusement parks as distinct from gardens and retreats.<br />

● World Expos, most notably the World’s Columbian Exposition held in<br />

Chicago in 1893; this expo introduced the essential design elements of<br />

54 Cf. http://www.dubailand.ae.<br />

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PLAY-GROUNDS<br />

252<br />

Figure 43<br />

The Midway Plaisance at<br />

the 1883 World’s Columbian<br />

Exposition in Chicago.<br />

Photo is public domain.<br />

amusement parks – unity, magnitude, and illusion – as well as inaugurating<br />

many defi ning fi rsts: electricity in buildings, artifi cial illumination,<br />

hamburgers, picture postcards, and organizational elements such as the<br />

Midway Plaisance, alongside which amusement attractions were erected,<br />

like, for example, the newly invented Ferris Wheel, which rose 264 feet<br />

above the Midway. Figure 43 shows an image of the Midway Plaisance.<br />

Adams’ archaeology, however, lacks a few important precursors:<br />

● Masquerade balls and the carnival custom, which take on myriad forms<br />

and in which masked and costumed fi gures play an integral role, asdoes<br />

the “cast” for amusement parks. For example, during the Swabian-<br />

Allemanic carnival pageants in southwestern Germany, in which the author


has participated for more than ten years 55 , the “fools” (i.e. reappearing<br />

characters such as the orange-clad Hansel) jump rhythmically to a<br />

marching band, slowly moving through town streets wearing wooden<br />

masks and traditional costumes with leather straps onto which cupric<br />

bells have been sewn.<br />

● Public festivals such as the largest of them all, the Wiesn, or Munich<br />

Oktoberfest, which has taken place annually on the Theresienwiese<br />

since 1812, conceived as a Catholically sanctioned “time out from order,<br />

class, hierarchies, and respectability” (Herwig and Holzherr 2006:68).<br />

The Oktoberfest is fl avored with extra-strong beer and orchestrated by<br />

booths, amusement attractions, and the architecture of giant beer tents<br />

wherein people are seated and equalized on wooden benches.<br />

Based on these examples, we can infer that the precursors to amusement parks<br />

are, fundamentally, about compaction, and that amusement parks generate a kind of<br />

synthetic, if not virtual urbanity catering to those audiences that, in their everyday lives,<br />

experience suburbanization and urban sprawl programming as opposed to European<br />

models of high density and multiple-use zoning.<br />

In his infl uential book Delirious New York (1978/1994), subtitled a “retroactive manifesto<br />

for Manhattan,” architect Rem Koolhaas describes how Coney Island, a former resort<br />

location and site of legendary amusement parks, grew into a “theater of architectural<br />

invention” in the late 19th and early 20th centuries (1978/1994:78) and, as such,<br />

into a vis à vis laboratory for modern Manhattan. Koolhaas’ term “Manhattanism” –<br />

anticipated on Coney Island – outlines an architecture that is theatrical, synthetic,<br />

ever-in-progress, ever-illuminated, ambitious, utilitarian, polemic, megalomaniac,<br />

55 Cf. the German language Wikipedia entry on the Narrenzunft Oberndorf at http://de.wikipedia.org/wiki/Narrenzunft_Oberndorf.<br />

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PLAY-GROUNDS<br />

254<br />

vertical, hyper-dense, and subject to gridiron rasterization. It is a “delirious” – we could<br />

say, vertiginous – spectacle and testing ground that, urbanistically speaking, has its<br />

roots in the competing technologies of pleasures brought forth by an “urbanism of the<br />

fantastic” (1978/1994:63) – roots, that is, in the multiple synthetic realities and pleasure<br />

zones of Coney Island, including, among others, Steeplechase Park, Dreamland, and<br />

Luna Park. In a seconding account of their impact, we read that “the air crackled with<br />

electricity. The masses (...) went to amusement parks to try out modern track-systems<br />

and novel constructions; the latest in amusement became a test bed for modernity”<br />

(Herwig and Holzherr 2006:62). In the guise of entertainment rides and pleasures, the<br />

Coney Island pleasure zones and zone visitors together conducted mass experiments<br />

in, for example, velocity, automation, horizontal and vertical (elevator) transportation,<br />

electrifi cation, and vertical building and experiencing. Experimentation also included<br />

simulation – a trip to the moon was offered (see also the Castle entry) and a vast<br />

indoor model of the canals of Venice was set up (see the City entry) – as well as<br />

miniaturization – a “midget city” was erected (see the Dollhouse entry). In the Dr.<br />

Couney’s Infant Incubator building, premature babies were publicly saved (Koolhaas<br />

1978/1994:46ff.).<br />

Coney Island, we learn, was, at fi rst, a US play-ground. In the beginning, it attracted<br />

tens of thousands; then, in the 1920s, one million or more per weekend. This success<br />

eventually led to the spawning of Luna Parks all over Europe as well. These parks lost<br />

their audiences only in the 1940s due to the advent of Television programming and<br />

mass tourism (Blume 2001:44). Still, pleasure and architectural concepts from Coney<br />

Island live on even today in the Casino town of Las Vegas and in Folly and symbolizing<br />

architecture, which Venturi/Scott Brown/Izenour described so vehemently in their<br />

criticism of the symbolistic and zoomorphic building gestalt of the “Duck” (1977:17).<br />

While Koolhaas (1978/1994) encourages us to think of amusement parks as miniature<br />

cities, Gingold (2003) encourages us to think of digital games as miniature garden


spaces – an analogy derived from Shigeru Miyamoto, Japanese game designer/<br />

producer of milestone videogames such as Super Mario Bros. (1985), and an analogy<br />

that points out the affi nity between amusement parks (as pleasure gardens) and games:<br />

A garden has an inner life of its own; it is a world in fl ux which grows<br />

and changes. A garden’s internal behaviors, and how we understand<br />

those rules, help us to wrap our heads and hands around the garden.<br />

The intricate spaces and living systems of a garden surprise, delight, and<br />

invite participation. Gardens, like games, are compact, self-sustained<br />

worlds we can immerse ourselves in. Japanese gardens often contain a<br />

multiplicity of environments and places, such as mountains, oceans, or<br />

forests that we can look at, walk around, or interact with. Gardens are a<br />

way to think about the aesthetic, cognitive, and representational aspects<br />

of game space (Gingold 2003:7).<br />

Celia Pearce (2007) merges both models, arguing that digital games resemble theme<br />

parks, yet neither references Koolhaas nor points at the garden analogy suggested by<br />

Gingold. In Pearce’s view, Disneyland in Anaheim, CA came into existence to fi ll an<br />

ahistorical, i.e. narrative and folkloristic vacuum that pervades southern California in<br />

contrast to Europe, where inhabitants are immersed in the three-dimensional narrative<br />

structures of the European City, made up historically of castles and cathedrals<br />

(2007:201). In particular, Pearce parallels theme parks and graphically based<br />

massively multiplayer online games (MMOGs): both types of locales, she argues, are<br />

public places that simultaneously offer entertainment and attract thousands of people.<br />

Both are themed, with the vast majority of major MMOGs based, more or less, on the<br />

sword and sorcery role-playing game Dungeons & Dragons (1974) and motifs from<br />

J.R.R. Tolkien’s secondary fantasy worlds. Similar to amusement park precursors such<br />

as Renaissance fairs, and dissimilar from the Disneyland scheme, MMOGs demand<br />

that players role-play and thus fully break the “fourth wall” (see the Theater entry for<br />

further elaboration).<br />

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PLAY-GROUNDS<br />

256<br />

Whether zoned garden or spatial narrative, the play-ground of the amusement park can<br />

be analyzed from a game design perspective as an agglomeration of play pleasures<br />

similar to the game design fi gure of a tournament. In such a space, visitors usually deal<br />

with a succession of railed entertainment: “In environments based on the amusement<br />

park model, the story and the visit can be tightly meshed” (Murray 1997:109). From an<br />

architectural perspective, at least the American amusement park can be taken as an<br />

attempt to produce a congested storytelling fantasy by way of <strong>Technology</strong>: “Americans,<br />

after all, never had real castles (...)” (Dunlop 1996:104) to program “a place of warmth<br />

and nostalgia, of illusion and color and delight” (1994:25). Or so, at least, thought Walt<br />

Disney in a romanticized reading of history and present. The amusement park, then, is<br />

a sandbox play-ground of imposed, hard-railed confi guration - a true spaceplay.<br />

19. Panopti con<br />

Panopticon is a Greek word that means all-seeing and is the name that British philosopher<br />

and utilitarian theorist Jeremy Bentham (1748-1832) chose for a completely new, ideal<br />

prison meant to be erected in an urban context. Bentham presented this vision to the<br />

public in numerous drafts, offering a perfected architectural model in 1791 with his<br />

General Idea of a Penitentiary Panopticon (Kaschat 2002:114f.). Figure 44 visualizes<br />

this late Panopticon structure with six stories, designed to hold circa 460 prisoners,<br />

with each windowed cell in the outer circle (A) confi ning several inmates. (D,O,F) show<br />

connecting corridors and wells, followed by a chapel on the inner circle (M,G) and the<br />

director’s watchtower in the middle (N). As Foucault explains, “The Panopticon is a<br />

machine for dissociating the see/being seen dyad: in the peripheral ring, one is totally<br />

seen, without ever seeing; in the central tower, one sees everything without ever being<br />

seen” (Foucault 1997:362).


Figure 44<br />

Plan and text for the Panopticon,<br />

or Inspection House<br />

1791. Bentham Papers, Special<br />

Collections, University College<br />

London Library Services.<br />

This power of the gaze is institutionalized in the Panopticon. Thanks to the architecture,<br />

a single party can conduct absolute surveillance of everything taking place within the<br />

building. The Panopticon is an architectural machine that creates and sustains power:<br />

prisoners always see the tall and central tower from which they are intermittently<br />

observed, but don’t know when they are being watched, so must assume that it is<br />

always. The result, Foucault explains, is “To induce in the inmate a state of conscious<br />

and permanent visibility that assures the automatic functioning of power” (Foucault<br />

1997:361). Bentham’s Panopticon has inspired designs for buildings varying from<br />

asylum to hospital to, of course, prison, but has never proved sustainable. And yet,<br />

the concept itself has sustained thanks to Foucault’s in-depth analysis of disciplinary<br />

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PLAY-GROUNDS<br />

258<br />

control (Foucault 1997) as a synonym for a society of surveillance that impacts both<br />

public and private life.<br />

The entertainment industry, Peter Weibel briefl y notes, does not consider the panoptic<br />

principle a threat or a punishment, “but, rather, as amusement, liberation and pleasure”<br />

(Weibel 2002:215). And in a mediatized world governed by images, reality Television<br />

shows such as Big Brother (Endemol <strong>Entertainment</strong> 1999), in which a group of people<br />

live together in a “container” TV studio apartment and are recorded 24/7 by cameras,<br />

provide “the pleasure of power, the pleasures of sadism, voyeurism, exhibitionism,<br />

scopophilia [the love of looking], and narcissism” (ibid.).<br />

The London neighborhood Shoreditch has created a mechanism that caters to those<br />

very pleasures. There, residents can tune into a TV channel to watch content from<br />

cameras installed in Shoreditch public spaces. The service allows residents “to<br />

see what’s happening, check out the traffi c and keep an eye out for crime” (Digital<br />

Bridge 2006). The latter is of particular interest when considering the “crime channel<br />

Shoreditch TV” and Shoreditch itself as a play-ground in the form of a panopticon.<br />

Shoreditch TV is a public closed circuit television program (CCTV) intended, implicitly,<br />

to convince neighborhood inhabitants that public CCTV can assure social control. At<br />

its core, however, Shoreditch TV inscenates the power of gaze as entertainment in a<br />

true-life version of the movie The Truman Show, in which the protagonist eventually<br />

escapes the OmniCam Ecosphere, where the reality TV show that he unknowingly<br />

inhabits takes place (Paramount Pictures 1998).<br />

Rolf Nohr (2007) considers the movie as though it were a game: “The Truman Show<br />

anticipates the computer game The Sims (2000) and thematizes the closed and fully<br />

controlled space of life-simulation on the basis of a normative canon of values and<br />

consumerist strategies for success. Like The Sims, The Truman Show represents the<br />

declension of a neoliberal urbanistic space” (Nohr 2007:470).


Michel de Certeau, in The Practice of Everyday Life (de Certeau 1984), proposes<br />

countering such totalizing tele-views – i.e. perspectives from above and afar that<br />

seek to control space – with individual everyday spatial design practices from below<br />

intended to break conformity. De Certeau offers some examples of such practices:<br />

tactical activities such as the altering of maps or city street objects, the inventing of lost<br />

and legendary spaces, and the encouraging of conscious choice and customization of<br />

goods so that the consumer becomes a producer. Indeed, in a mediatized age, there<br />

are many interesting forms of playful counter-surveillance available:<br />

● New York City based performance activists and Situationist pranksters,<br />

The Surveillance Camera Players perform Theater plays in front of public<br />

surveillance cameras.<br />

● Mann (2003), criticizing an over-surveilled Society, describes methods<br />

of sousveillance, i.e. inverting surveillance, by bringing the power of<br />

gaze down below, to a human level – somewhat in the tradition of the<br />

Situationist détournement performances. An example can be seen on<br />

Figure 45, which shows a variety of everyday sousveillance infrared and<br />

video camera objects.<br />

The panoptic play-ground caters to those who fi nd pleasure in exhibiting and those who<br />

desire to show. Those who seek to protect their privacy can overcome surveiltainment<br />

by creating sousveiltainment, thereby ironically (re-)creating consumer-created<br />

surveiltainment.<br />

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PLAY-GROUNDS<br />

260<br />

Figure 45<br />

Seriously ironic: “Conspicuously Concealed Cameras as a deterrence against crime” – University<br />

of Toronto EXISTech’s sousveillance line of products. Reproduced by permission from Steve<br />

Mann (www.wearcam.org/domewear).<br />

20. Trompe l’œil<br />

During the Baroque period, which originated in Italy in the early 17th century, artistic<br />

methods to deceive the eye were developed with the goal of establishing an aesthetic<br />

of the virtual that tended to invade space in every direction (Bal 2001). Combining<br />

multiple, shifting points of view and narrative perspectives, the Baroque was different<br />

from classical systems in its “refusal to respect the limits of the frame” (Ndalianis<br />

2000). Because of this refusal, the viewer is situated into a spatial relationship to the<br />

representation. Consequently, Gilles Deleuze proposes the term “architecture of vision”


(Deleuze 1993:21) as the best way to paraphrase the Baroque approach to building.<br />

Similarly, Lewis Mumford describes how the city planners of the Baroque – Servandoni,<br />

Inigo, Jones, Bernini – were primarily scenic designers who created theatrical backdrops<br />

for the inscenenation of power using designerly means like overscaling, ornamenting,<br />

and disguising, and, fi rst and foremost, created a City culture of pleasure for the masses<br />

by way of monumental façades on grandiose palaces, pleasure gardens with swings<br />

and roundabouts, the Bal masqué, and anatomy dissections as public performances<br />

conducted in public “theaters” (Mumford 1961:378f.). Here, too, we can identify certain<br />

play types: pursuing vertigo, role-playing, savoring, and gazing.<br />

The trompe l’œil – French for “trick the eye” – is one artistic technique particularly<br />

representative of this Baroque urban pleasure culture based on the architecture<br />

of vision. The trompe l’œil was perfected in probably its most immersive form, the<br />

quadratura, which virtually extended the existing physical architecture ad infi nitum.<br />

One good example of a masterpiece of quadratura – and of High Roman Baroque<br />

technique in general – is Father Andrea Pozzo’s breathtaking nave ceiling of the church<br />

Sant’Ignazio in Rome. Painted between 1691 and 1694, the fresco depicts an allegory<br />

of the apotheosis of St. Ignatius and the missionary work of the Jesuit order stretched<br />

across a circle with a 17 meter diameter. The ceiling is fl at, but thanks to Pozzo’s use<br />

of perspectival projection, a trompe l’œil effect is achieved whereby a viewer, standing<br />

at an ideal spot marked by a yellow marble disc in the fl oor, experiences an illusion of<br />

infi nite depth. Looking up at the Theatrical, lofty cupola [Figure 46], he sees angels<br />

fl oating upward towards the open and bright sky, orchestrating St. Ignatius’ entrance<br />

into paradise so that “It is almost impossible to tell where the real architecture ends<br />

and the faux begins. Here, the subtle techniques of perspective make possible the<br />

illusion of a virtual reality which seems to blend seamlessly into the physical space of<br />

the church – one has the feeling of really “being there” beneath that angel-fi lled sky”<br />

(Wertheim 2000:111). Also see Impossible Worlds.<br />

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Figure 46<br />

Fra Andrea Pozzo’s trompe l’œil ceiling of Sant’Ignazio di Loyola a Campo Marzi in Rome. Reproduced<br />

from Wikipedia.<br />

Not only trompe l’œil frescoes, but the trompe l’œil in general as a <strong>Technology</strong> of<br />

visual representation challenge the Albertian fi xed-point perspective construction,<br />

named after Renaissance architect, humanist, and writer Leon Battista Alberti.<br />

Alberti’s 1435/36 work Della Pittura can be considered the fi rst modern treatise on the<br />

theory of painting. In Della Pittura56 , Alberti proposes the mathematical construction<br />

and framing of painted space as a way “to control the space which man is to inhabit<br />

both as an actor and observer” (Spencer 1970). In contrast, the illusion of infi nite spatial<br />

56 An English language version of the text can be found online at http://www.noteaccess.com/Texts/Alberti/.


extension into impossible realms as exemplifi ed by Pozzo’s piece of art manifests the<br />

allegory as the central designerly and spatial trope of the Baroque. It is the allegory as<br />

a central spatial feature that ties trompe l’œil to computer games, the latter of which we<br />

can analyze as playable illusions (Aarseth 2007).<br />

In fact, it has been argued that like the allegorical spatiality evoked by trompes l’œil,<br />

21st century entertainment forms such as Amusement Park attractions are also<br />

intended to break down the spatial barriers between the space of the representation<br />

and the space of the audience: “One space extends into another, one medium into the<br />

next, the spectator into the spectacle, and the spectacle into the spectator. Extending<br />

the Baroque spatial dimension of sight, this Baroque attraction employs multi-media<br />

technologies to produce virtual trompe l’œil effects that call into play all the senses.<br />

Introducing motion, sound, and other sensorial encounters to visual spectacle, the<br />

contemporary Baroque articulates the perceptual collapse of the frame more powerfully,<br />

and in ways not witnessed before” (Ndalianis 2000). The same holds true of pervasive<br />

games such as REXplorer.<br />

When we walk, take the subway, or drive through the streets, undergrounds, and<br />

squares of Zurich, Berlin, London, New York, Seoul, Beijing, or Tokyo’s Ginza, urban<br />

trompes l’œil meet our eyes in the form of billboards, large public LCD displays and<br />

interactive façades. Many of the interaction possibilities between these new urban<br />

forms and the passers-by who see them have not yet been researched. Outstanding<br />

projects that redefi ne this relationship include the Chaos Computer Club’s Blinkenlights<br />

installation in Berlin in 2001. Using 144 building emitters, Blinkenlights morphed the<br />

windows of the “House of Teachers” high-rise at Alexanderplatz into “pixels,” which<br />

were then used to display messages and animations on the building with the help of<br />

PC software. In addition, Blinkenlights enabled observers to play a gigantic version of<br />

PONG (1972) by using the keypad on their cell phones to control a virtual ball (Willhardt<br />

2007:396f.).<br />

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It is not only the entertainment or game spectacle that seeks “to obliterate the frame<br />

that demarcates a distance between reality and representation” (Ndalianis 2000). In<br />

the future, that will increasingly become the goal of our media-enabled architectures<br />

as well of our hunger for illusion. The illusionistic stance of the trompe l’œil and its<br />

conceptual successors goes well beyond Le Corbusier’s ludically inclined, but<br />

nevertheless narrowing assumption that “paintings are made for meditation” (Le<br />

Corbusier 1928/2008:170).<br />

21. Television<br />

In 1977, Thomas Gottschalk, today one of Germany’s most famous TV hosts, began<br />

moderating the new TV show Telespiele, which made him famous nationwide. (Note<br />

that Telespiele is a German term for early console games, translating quite literally to<br />

“tele games.”) The show ran for a total of almost 30 episodes until 1981, turning into<br />

one of the most popular evening programs. In fact, Telespiele was both the defi ning TV<br />

experience and one of the defi ning game experiences of the early game generation – a<br />

fi rst glimpse into the possibility of mediated Panopticon games.<br />

Telespiele was a truly unique and groundbreaking TV program not only for its time<br />

but also in general. The show consisted of contestants playing videogames against<br />

one another in the TV studio, using a large public display and idiosyncratic controllers<br />

such as punching balls. The highlight of the show, however, was an entirely different<br />

gameplay experience: a call-in candidate would play a game clone of PONG against<br />

Gottschalk or against a studio candidate, with the players using their voices to control<br />

and change the bat’s y-axis position by making sounds or remaining silent (which<br />

returned the bat to (0,0)). Hence the somewhat confusing, yet amusing game claim:<br />

“Eine Telefondiskothek mit Thomas Gottschalk,” in English, “A telephone discotheque


with Thomas Gottschalk.” The call-in contestant would use her TV set as a display and<br />

had the chance of winning a videogame or choosing between a pre-recorded sketch<br />

or a live band performance. Although questionable from a design standpoint – players<br />

often failed to hit the ball at all, and very few to-and-fros, i.e. ball cycles, took place<br />

– the PONG-like game in Telespiele marked the dawn of pervasive games. Through<br />

an interactive game and diverse media, a relational network between a set of rather<br />

diverse spaces and actions was established, thereby creating a coherent gamespace<br />

that comprised:<br />

● the players (phone-in contestant and show host);<br />

● the other TV studio contestants (now viewing the action) as well as the<br />

TV studio audience;<br />

● the physical location of the TV studio;<br />

● the physical location of the call-in candidate;<br />

● the physical and mediated objects used by the players to engage with the<br />

game (phone, TV display, interface, controllers, etc.);<br />

● the physical locations of all viewers (including my parent’s living room);<br />

● the objects used by all viewers (including my parents and me) to<br />

experience the show (TV and, potentially, phone);<br />

● the object-bound mediation of players, candidates, audience, their<br />

locations, their objects-in-use and their interactions via the TV.<br />

Quite a complex setup in which the physical and the virtual interrelate, and spaces and<br />

objects take on several roles, both virtual and physical, to enable the player as well as<br />

the audience experience. The key role in this setup, however, is that of the architecture<br />

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of the game, where architecture describes the processes, uses, and performances<br />

– in short, the production of space, time, and sociability – that took place during a<br />

Telespiele show.<br />

In classical tele-games, savoring still is a major mode of experience, in no small part<br />

because real-time audience interaction is not easily produced in TV shows. And yet<br />

if we assume classical TV delivery (TV set at home with a cable box placed on top),<br />

we can think of many interesting models for novel interactive TV games designed<br />

according to the following lines of exemplary continua (note that some modes may be<br />

mutually exclusive):<br />

● Participants: Cast – TV audience.<br />

● Participation: Savoring – Active participation.<br />

● Commentary: Program created – Audience created (and judged).<br />

● Programming: Live – Preshot.<br />

● Input channel: Remote control – Multiple devices (phone or other).<br />

● Input transmission (i.e. how many players does it take to effect an output):<br />

Single player – Accumulated Players.<br />

● Game opponent: Game system – Other player(s).<br />

● Game feedback: Continuous (i.e. real-time) – Discrete (i.e. asynchronous).<br />

● Player location: Televised (TV studio or alternate location) – TV audience.<br />

● Output location: Televised – Personalized (e-mail, IRQ, phone).<br />

● Game progress: Intra-Show – Inter-Show.<br />

● Content fabric: TV show – Cross-media experience.


Television can also extend its reach and interaction possibility when coupled with other<br />

media through <strong>Technology</strong>, thereby creating new play-grounds.<br />

22. Folly<br />

The architectural, physiognomic, or zoomorphic – in any case: hyper-real – folly is the<br />

play-ground of symbolic savoring and, sometimes, inhabitation. Venturi/Scott Brown/<br />

Izenour reject it as brutal: “It is all right to decorate construction but never construct<br />

decoration” (1977:163). Figure 47 shows an example of such decorative symbolistic<br />

space, a sketch of Charles-François Ribart’s L’Elephant Triomphal, Grande Kiosque à<br />

la Gloire du Roi from 1758.<br />

Ribart suggested the construction of this three-level piece of zoomorphic architecture<br />

as an addition to the Champs-Elysée in Paris, where the Arc de Triomphe stands today.<br />

The French government turned down the proposal. Over 120 years later, however, on<br />

the other side of the Atlantic, the U.S. Patent Offi ce granted James V. Lafferty a patent<br />

for the design of animal-shaped buildings in 1882. That same year, Lafferty constructed<br />

the Elephant Bazaar, later dubbed “Lucy the Elephant,” a six-story elephant that<br />

eventually became a National Historic Landmark in the 1970s, after it had already been<br />

moved from its original site in Atlantic City. Both Ribart’s and Lafferty’s elephants are<br />

architectural “follies.” We can fi nd these often neglected buildings in English parks, at<br />

World Expos, or in an Amusement Park, usually as (tourist) attractors, landmarks and/<br />

or orientation and navigation “pins.”<br />

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Figure 47<br />

A sketch of Charles-François<br />

Ribart’s L’Elephant Triomphal,<br />

Grande Kiosque à la Gloire<br />

du Roi. Reproduced from<br />

Architecture Singulière (1758).<br />

Paris: P. Patte. Public domain.<br />

In the strictest sense, though, Lucy the Elephant cannot be called a folly; since its<br />

erection, the building has served as a restaurant, a business offi ce, a cottage, and a<br />

tavern. The building, in other words, has various practical uses. Even though follies<br />

have no building purpose other than pure spatial entertainment, they nonetheless<br />

serve spatial functions for the area where they have been erected. As such, follies fall<br />

under the category of attractor architecture.<br />

In the landmark study Learning from Las Vegas. The Forgotten Symbolism of Architectural<br />

Form, Venturi/Brown/Izenour harshly reject the idea of the “sculptural duck” (Venturi/


Brown/Izenour 1977:130) as a self-aggrandizing monument, inappropriate for the scale<br />

of environments subject to (auto)mobility, speed, and traveling: “The iconography and<br />

mixed media of roadside commercial architecture will point the way, if we will look”<br />

(1977:131). In their time, Venturi/Brown/Izenour identifi ed the decorated shed and the<br />

“ugly and ordinary” as ways to overcome what they believed were Modern architecture’s<br />

great mistake – namely, the promotion of space and articulation over symbolism and<br />

ornament. The result, Venturi/Brown/Izenour believed, was the “designing [of] dead<br />

ducks” (1977:162).<br />

<strong>Entertainment</strong> Castles can feature stylistic tradition or at least raise historical<br />

awareness and still clearly serve an aesthetic function. In the spirit of Walt Disney’s<br />

attempt to create a miniature replica of the world in the form of a park where landmarks<br />

from other places could be wondered at, Mickey’s Magic Castle clearly resembles<br />

the Neuschwanstein folly castle in southern Bavaria, commissioned by Bavarian king<br />

Ludwig II in 1868 and still today one of the most popular tourist attractions in Germany.<br />

Yet there is a difference between the two castles: namely, tourists can wander the<br />

halls of Neuschwanstein. Visiting a non-navigable folly architecture like Mickey’s Magic<br />

Castle, on the other hand, only serves the savoring play stimulus. And in order for a<br />

building environment to become more involved in the play activity it hosts, the building<br />

should feature traversability, thereby allowing for player Mobility.<br />

Follies are curious, expressive architectures that can add fl avor to a game’s mise-enscène.<br />

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23. Dollhouse<br />

The dollhouse is an abstracted miniature Cave affording directing; it turns domesticity<br />

into a spatial toy, and a spatial toy into a home. Long before the invention of the<br />

computer generated god view perspective or the digital god game genre, the “director”<br />

of the original dollhouse took on a god view of his physical Sims-like dolls, which he<br />

role-played in order to storytell. Claus Hansmann and Leonie von Wilckens (1959) state<br />

– and we agree – that dollhouses are, beyond being play stimuli, scaled down mirrors<br />

of the everyday. So if dollhouses became widespread ludic devices during the early<br />

19th century Biedermeier era in Europa, because they were intended to program girls<br />

for their later role as a housewife, what does today’s ludic device, The Sims, program?<br />

Will Wright, main creator of The Sims, has called the game “a computerized dollhouse”<br />

(Hattori 2000) “for understanding not only our personalities, but also our personal spaces”<br />

(Thompson 2003). See also the <strong>Technology</strong> entry. Wright’s statement implies, among<br />

other things, that The Sims allows for simulated and interactable growth of characters<br />

and of living situations. The computerized play-ground of the dollhouse allows for the<br />

simulation of space and time, but the trade-off for the player is micromanagement<br />

under pressure.<br />

Jenkins (2001) praises the game for “the logical culmination of the Girls Game<br />

movement and the beginning of the process of developing a more “gender neutral”<br />

playspace.” Jenkins also mentions that focus group participants told game developer<br />

Maxis that they disliked the proposed game title Dollhouse. If Jenkins’ praise is wellfounded,<br />

then the play-ground of The Sims dollhouse is a positive example of literally<br />

downsizing stereotypes in digital games.


Schell (2007:402) considers The Sims a form of pattern-playing (see also the<br />

Kindergarten entry). This designerly view conforms with that of Celia Pearce (2004),<br />

who has dubbed The Sims “the IKEA game,” fi nding that there is a subtext of anti-<br />

consumerist satire in the game that exists alongside humorously described household<br />

items and living enhancements. Pearce also sees a latent Big Brother element (which<br />

we would dub a savoring play stimulus; see the Panopticon entry).<br />

Paulk (2006) convincingly argues that the game has sped up a sociology of interior<br />

design, serving as a testing ground for lifestyle strategies by allowing users to try<br />

out different ways of furnishing and organizing a household. In contrast to Pearce,<br />

Flanagan (2007) argues that players in The Sims “maintain a consumer-driven suburban<br />

household” that not only reinforces the logic of the American urban sprawl (bulldoze or<br />

develop open space), but also validates and prepares users for a suburban way of life.<br />

Rolf F. Nohr calls this the “declension of a neoliberal urbanistic space” (Nohr 2007:470).<br />

The satire that Pearce describes likely got lost in the closed and fully controlled space<br />

wherein consumerism leads to a Society of success.<br />

On the one hand, dollhouses refl ect and miniaturize the world outside the play-ground;<br />

on the other hand, “miniature scale, clear boundaries, and inner life help players to<br />

wrap their heads, hands, and hearts around a world” (Gingold 2003:8). And it is the<br />

interplay between macro and micro scale that invites participation and that allows for<br />

safe tinkering and world-learning (2003:24f.). The play-ground of the dollhouse lets us<br />

oversee a World that we experience at close range.<br />

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24. War<br />

Television does not really show it, but the space of war is still fi lled with blood, screams,<br />

and tears; and wherever people go, war goes sooner or later as well. Based partly<br />

on the war descriptions of Walter Benjamin, we have come to think of war as an alldimensional<br />

spatial permeation – the play-ground of death.<br />

Mumford (1961:42f.) illustrates how war was fundamental to the constituting and cyclic<br />

dynamics of the ancient City, which thrived and grew by preying on other cities’ wealth<br />

and thereby itself became a target. Mumford further argues that war shaped the city until<br />

the 18th century, as visible European artifacts such as fortifi cation walls, towers, and<br />

ditches make clear. Mumford also contends that this shaping brought forth institutional<br />

organization in the form of weapon-equipped leadership as well as the superiority of a<br />

quasi-standing army within the walls of a given city.<br />

War produces a set of functional Technologies. These include technologies of<br />

protection (such as the walls cited by Mumford) and technologies of attack (such as<br />

the catapult, mobile siege cannon, or Leonardo da Vinci’s fascinating war machine<br />

drawings), conceived as problem-solving mechanisms designed to conquer and/or<br />

kill. This is not to say that war is a game, although war is confl ictive and typically<br />

has a quantifi able outcome. Rather, games are practicable devices by which to stage<br />

and, through rules, discipline war while avoiding its bitter consequences. The origin<br />

of games and the origin of the city, you see, are connected by the human practice of<br />

war-making.<br />

Wargaming, then, is a mechanism for training people for warfare by simulating it.<br />

Between 1780 and 1820, a number of games were invented in Prussia that transformed<br />

and redefi ned chess into a “tactical game based on chess,” called War Chess, which<br />

eventually became the Kriegsspiel, or War Game (Pias 2002:207).


The original game of that name, fi rst demoed by Georg Leopold Baron of Reißwitz in<br />

1811 to Prince Wilhelm of Prussia, used a sandbox within which a Terrain was modeled<br />

based on the “irrational” scale of 1:2373. Reißwitz, and later his son, Georg Heinrich,<br />

continued to iterate the rules and make-up of the game by, for example, adjusting the<br />

scale to a more reasonable 1:8000 and table-topping the game using topographical,<br />

modular terrain pieces instead of baking sand to puzzle war landscapes and lightweight<br />

metal fi gurines to represent troops (see Tessellation and Board). The rules of the<br />

Kriegsspiel board were known as “supplements,” and these supplements were fairly<br />

complex, detailing movement and battling, and even allowing for the creation of new<br />

rules via a random generator device in those “exceptional” game situations in which<br />

even the Kriegsspiel’s referee could not reach a decision (2002:204ff.).<br />

Coincidentally, this miniaturization of war-making occurred at a time when other devices<br />

of miniaturization became tools to train by play (see the Dollhouse entry). Peter Perla<br />

(1990:4f.) describes how the Kriegsspiel eventually became quite popular within the<br />

Prussian offi cer corps and how, in due course, it was introduced to the military in other<br />

countries such as the US, the UK, and France. Thenceforth, it shaped the development<br />

of wargaming as a tool for planning, strategizing, and de-briefi ng military action. Traces<br />

of the Kriegsspiel can be found not only in the US Naval War College’s tile-based<br />

wargaming room or America’s Pacifi c campaign in World War II, but also in the US<br />

Army recruiting videogame America’s Army (2002) and in the US Army videogame<br />

Future Force Company Commander (2006), used to familiarize soldiers with the army’s<br />

Future Combat Systems, in itself an extensive program featuring a game-like “warrior<br />

machine interface” (Korris 2007:426).<br />

Claus Pias (2004:219ff.), in his archaeology of major computer game genres, points<br />

out how Kriegsspiel game elements such as the random generator and numerically<br />

intricate supplement can be considered a form of mechanical computation <strong>Technology</strong><br />

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(2002:204ff.). Pias also demonstrates how the Kriegsspiel has signifi cantly contributed<br />

to what much later became the strategy computer game genre.<br />

The Kriegsspiel and all war games that came after it attempt to abstract the kinetic<br />

extreme of player-player collision. In truth, wargames are allegorical play-grounds<br />

for an abstracted contest that will never actually take place precisely the way is has<br />

been played. Kriegsspiel is the only way to wage war peacefully; and because of that,<br />

pretending to play a game while, in fact, being at war is such a tempting deceptive<br />

strategy. This abstracting of war into gaming accompanies the abstracting of war<br />

into information-technology processes, including game-like interfaces, computerized<br />

weapons, or surveillance systems (De Landa 1991). This evolution leads not only to<br />

the synthesis of physical and virtual warfare, but also to the synthesis of warfare and<br />

gaming. In an interview conducted by the author in his capacity as co-editor of Space<br />

Time Play, James H. Korris, founding director of the Institute for Creative Technologies<br />

at the University of Southern California, which is mainly funded by the US Department<br />

of Defense, points out that “using this kind of synthetic view of the world, people get<br />

used to the idea of looking at the world as if it were a videogame” (Korris 2007:429).<br />

25. Casino<br />

When we think of casinos – in fact, when we think of logistically perfected entertainment<br />

– we fi rst think of Las Vegas. For some, the city remains a blooming, alluring, everchanging<br />

desert fl ower, an urban play-ground accommodating illusions, show, and<br />

chance, always moving one step closer to becoming the Situationist city of spectacle<br />

(Graft 1999). For others, Las Vegas is the manifestation of vice – a Darwinist playground<br />

of evil. Las Vegas and Venice (see the City entry) share more than just this<br />

quality of being perceived vastly differently by different people; both are desirable cities


uilt as islands – one in the desert, the other off-shore – and in Venice, the fi rst legal and<br />

public casino ever, a ridotto, was opened in 1638 in San Moise Place to be operated<br />

during Carnival. This 17th century ridotto is the original casino blueprint (Schwartz<br />

2006:92ff.).<br />

In comparison to the architectural manifesto of Venice, however, Las Vegas is a young<br />

city, and its story can be told in major milestones:<br />

● 1905: The city starts out as a speculative land purchase – an empty stage<br />

on which the fi rst purely service city in the world would soon be built<br />

(Häntzschel 2001:297).<br />

● 1931: The state of Nevada legalizes gambling.<br />

● 1941: El Rancho, Las Vegas’ fi rst casino hotel, opens.<br />

● 1970s: Downtown Las Vegas is enthusiastically celebrated as the urban<br />

solution for the age of automobile motorization: “The big sign and the little<br />

building is the rule” (Venturi/Scott Brown/Izenour 1977:13).<br />

Today: The urban situation has changed signifi cantly. Downtown Las Vegas, then the<br />

heart of the city – and, as Hunter S. Thompson wrote, the heart of the American Dream<br />

– has become a rundown quarter full of prostitutes, homeless people, and wrecked<br />

buildings. The Strip, which used to belong to the Las Vegas suburbs, dominates and<br />

illustrates a form of new urbanism, populated as it is with block-sized hotel casinos, huge<br />

mock-up architecture such as the Venetian Campanile, and the Eiffel Tower, and a still<br />

spectacularly big mini Manhattan, entertainment rides slung around high-rise buildings,<br />

staged pirate battles, and a frequently erupting volcano. The city here is a monstrous,<br />

well-working amusement complex – a city-sized allegory of allegories. Las Vegas is, if<br />

we believe Hal Rothman, the fi rst city of the 21st century; it anticipates the future of a<br />

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society defi ned by consumption and entertainment as opposed to industry and farming<br />

(Rothman 2002). From a residential perspective, the most popular tourist destination<br />

in the USA (Henderson 2003:9) is also a rapidly growing agglomeration of uniformly<br />

looking McMansion virtual worlds – endlessly stretching suburban communities with<br />

fantasy names such as “Inspirada,” “Solista,” and “Civita.”<br />

In these communities, the buildings all too often have been cheaply put together with<br />

wood and polystyrol foam and will last maybe twenty years. Gated communities turn<br />

public space into a jail yard; there are no playgrounds and not enough schools, and<br />

environmental abuse prevails. In a continuation of its double-edged tradition, the city of<br />

the 21st century may well be the “supernova of American Cities” (Davis 2003).<br />

Las Vegas’ sole play-ground function is to create maximum profi t from entertainment<br />

stimuli. Though shopping and wedding tourism have become utterly important, the<br />

spatial embodiment of this function is still the casino, which accommodates and enables<br />

Las Vegas’ major play pleasure: chance gaming.<br />

The Mirage Resort casino opened on The Strip in 1989 and marks the merger of<br />

themed gambling and mega-scale accommodation. The Mirage ushered in a new era<br />

of entertainment spectacles that aim to fantasize chance; the term to fantasize is used<br />

both because in the offi cial language of casino designers, themes are called “fantasy<br />

concepts” (Henderson 2003:10), and also because it has been convincingly argued<br />

that in Las Vegas, “form follows fantasy” (Hess 1993).<br />

As the fi rst casino fantasy to establish itself as a tourist destination, The Mirage<br />

Resort uses spectacular elements such as waterfalls, a lobby rainforest, an erupting<br />

volcano, captive animals such as tigers, tropically themed furnishing and fi nishes,<br />

ceilings, carpets, and elements such as an aquarium to set the stage for pre-play,<br />

play, and post-play. The casino itself resembles a Polynesian village with canopied


gaming areas (2003:15f.). Robert L. Ward, Senior Vice President of Universal Studios<br />

Recreation Group, discussing the Portofi no Bay Hotel at Universal Studios Escape in<br />

Orlando, FL, explains, “When you experience a hotel as a destination, you don’t think,<br />

“Oh, a great building – I have to stay there.” People don’t say that. What they say is,<br />

“Let’s go somewhere special, perhaps Europe...How about the Italian Riviera? Let’s<br />

go to Portofi no!” It’s a more accessible story that refl ects how we make our vacation<br />

decisions” (Ward 2001:5). Ward points out that entertainment placemaking differs from<br />

architectural placemaking in that the former allows for the incorporation of explicit<br />

storytelling elements into the built environment such as a premise, location, or cast of<br />

characters that enable visitors to make believe.<br />

Figure 48<br />

The silhouette of new urbanism:<br />

New York – New York Hotel &<br />

Casino in Las Vegas. Photo ©<br />

2009 MGM Mirage. Reproduced<br />

by permission.<br />

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More recent casino resort destinations that refl ect Ward’s insight include the eighthectare<br />

make-believe-Manhattan New York – New York Hotel and Casino. Located at<br />

the corner of Tropicana Boulevard and The Strip, the faux architecture, which cost half a<br />

billion dollars to erect, boasts twelve downsized copies of Big Apple high-rise buildings,<br />

the Statue of Liberty, Ellis Island and everything else needed to create the fantasy of<br />

New York City in the Nevada desert. A rollercoaster ride alongside the buildings adds<br />

even more vertical and horizontal excitement to this new urbanism experience. Figure<br />

48 shows (and dramatizes) the silhouette of New York – New York.<br />

Other types of interesting spaces that accommodate gambling also exist. Off-shore<br />

riverboat casinos such as Harrah’s Shreve Star in Shreveport, Louisiana, combine<br />

gambling with the symbolic power of the heterotopian epitome, the ship, thereby<br />

creating an über-heterotopian play-ground. The Shreve Star, built in Missouri and<br />

later towed to Louisiana, is not an authentic riverboat; rather, it has been designed to<br />

resemble one, and thereby adhere to the requirements of a certain Missouri gambling<br />

law (2003:82ff.). The Shreve Star is home to three gaming fl oors that feature expanded<br />

heights to accommodate bulky casino equipment. On all fl oors, a basic, overwhelming,<br />

bright, attention-grabbing casino theme prevails. On the Palace of Fun fl oor, this is<br />

accompanied by circus-like colors, forms, and fi nishes; on the Crystal Palace fl oor, by<br />

a 19th century, botanical glass conservatory look and feel. And yet when playing on the<br />

Shreve Star, the author felt that the theming destroys the atmosphere that could have<br />

been created by the ship situation itself; or rather, that nautical elements would have<br />

amplifi ed the heterotopian situation, which would have been preferable to adding yet<br />

another heterotopia.<br />

The way that casinos are designed and fantasized as spaces reveals a generalizable<br />

pre-assumption: that the fantasy of narrative architectural illusionism in alliance with<br />

other spectacles such as live concerts contributes positively to visitor experience. For<br />

example, an empirical investigation of visitor satisfaction at atrium-type casino resort


hotels in Las Vegas revealed that these types of quasi-interior public open spaces<br />

create a positive feeling of urbanity as long as the atria are humanized, e.g. by use<br />

of human scale zoning, inclusion of shopping stores and seating areas, effective<br />

connectivity between atria, or promotion of pedestrian circulation, i.e. walkability (Sun<br />

1997). Atria, then, could become the new public plazas of Las Vegas-style urbanism,<br />

which would represent a signifi cant departure from the automobile focus of Las Vegas<br />

in the 1960s and 1970s (Venturi/Scott Brown/Izenour 1977).<br />

Still, gambling remains the center of attention of all connected plazas in Las Vegas.<br />

Whereas on a ship casino, the casino takes up all space on all the fl oors (i.e. the<br />

ship is, spatially speaking, the casino), in resort casinos, the casino is the central<br />

area of the property and thereby expresses the fact that gambling is at the heart of all<br />

resort activity.<br />

When zooming in on the casino games in the fantasized space, we see women and<br />

men gamble casino chips on possible random (combinations of) outcomes, with a<br />

quantifi able luck factor involved. There are table games, gaming machines, and random<br />

number games such as Bingo. All create certain types of game systems, which we can<br />

investigate in terms of, for example, the magic circle, spatial representation, type, or<br />

kinesis. Ultimately, though, the goal is to beat chance. In the early 1960s, Edward<br />

Thorpe and Claude Shannon carefully studied the anatomy of American Roulette. Over<br />

the course of several months, Thorp and Shannon analyzed the motion of the ball in<br />

relation to the space of the roulette wheel by, for example, operationalizing how the ball<br />

is launched, how it orbits from stator to rotor, how it is affected by the spinning rotor of the<br />

roulette wheel, and how their measurements were affected by timing errors. Based on<br />

the data gleaned in their experiments, Thorp and Shannon designed the fi rst wearable<br />

computer. The size of a pack of cigarettes, the computer was controlled by its wearer’s<br />

big toe and in the lab, yielded an expected gain of +44% when the wearer bet on the<br />

most favored numbers. When secretly testing the device with their spouses on site in<br />

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Las Vegas in the summer of 1961, the researchers saw their predictions consistently<br />

realized when they played with the 38 numbered and colored roulette pockets. Their<br />

device, which combines innovation in both the realm of Mobility and <strong>Technology</strong>, was<br />

made public many years later, but was eventually banned by the courts in the state of<br />

Nevada along with all other outcome prediction devices (Thorp 1998).<br />

When it opened in 1989, The Mirage Resort was not only the fi rst casino to exploit the<br />

idea of mass-scale fantasizing, but it was also the fi rst casino to use a closed-circuit<br />

television system with cameras on all tables, at all times (Knightly 2007). It is safe to<br />

assume that this CCTV system was installed mainly to prevent the illegal use of prediction<br />

machines such as the one Thorp and Shannon created. Based on the three elements<br />

discussed in this section – i.e. Panopticon-like surveillance, themed entertainment,<br />

and computing – we derive an impression of Las Vegas as the urbanistic play-ground<br />

of pervasive surveiltainment. Is this form of entertainment at least innovative? Quite<br />

to the contrary, most of the themed fantasies are either borrowed from successful<br />

Hollywood blockbusters or recycle “the arcade, the state fair, the world exposition, and<br />

the ambiance of the cosmopolitan, pedestrian City [bolding and underlining mine]”<br />

(Gottdiener 1997:151). So, is the loss of privacy and the lack of innovation worth the<br />

gain in spectacle? Or is the recent foreclosure of the Cosmopolitan Resort & Casino<br />

building project a sign that the policy of unlimited entertainment has come to an end in<br />

the western world?<br />

As Ian Bogost notes,<br />

The casino, tavern, arcade, and pizza theater (e.g. Chuck E. Cheese’s)<br />

all share similar properties. They are enclosed spaces without windows<br />

in which participants can easily lose track of time. They are dark and<br />

constricted, with limited space for free movement. The games therein are<br />

provided not for their own sake, but as a means to an end, as a way of<br />

drawing players into spaces, keeping them there and taking their money


(whether as payment for the games themselves or for other services)<br />

(Bogost 2007:305).<br />

The casino, then, is not only a panoptic play-ground for a kind of adult pinball; it is a<br />

play-ground that continuously perfects persuasion.<br />

26. Mall<br />

The Monroeville Mall in Monroeville, PA is a roughly 100,000 square meter indoor<br />

shopping complex constructed between 1967 and 1969. Figure 49 shows one of the<br />

mall’s entrances as well as the corridor that leads from that entrance into the mall.<br />

Figure 49<br />

Impressions of Monroeville Mall in Monroeville, PA, setting for the Zombie movie Dawn of the<br />

Dead: (Left) A mall entrance. (Right) Corridor leading from the entrance into the mall.<br />

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Once the United States’ biggest mall, the Monroeville Mall served as the main location<br />

for George A. Romero’s highly infl uential 1978 horror fi lm, Dawn of the Dead. The<br />

production of the movie was partially fi nanced by the owners of Oxford Development<br />

Company, the fi rm that had built the mall and was managing it at the time of shooting.<br />

The zombie movie, then, served not just to entertain movie-goers, but also to market<br />

the mall. This is somewhat surprising considering that both the mall setting and the<br />

plot itself made Dawn of the Dead a harsh critique of American consumerism. While<br />

insatiable zombies hungry for human fl esh are barred from entering the mall, the<br />

supposed sanctuary character of that mall together with its heterotopian inscenation of<br />

supplies soon wears thin on the main protagonists once they realize that their safeguard<br />

is, in fact, their prison. In Dawn of the Dead, the mega-mall is not only “a substitute City<br />

[bolding and underlining mine] center and rendezvous point, but even an amusement<br />

or theme park” (Borries 2004:43) (see the Amusement Park entry), but also a site<br />

where players seek to solve the problem how to survive as long as possible in an effort<br />

to outsmart their enemies, the zombies, who just as passionately seek to devour them.<br />

In homage to both the Monroeville Mall and Dawn of the Dead, the designers of<br />

Capcom’s Xbox 360 action-adventure game Dead Rising set their game at the<br />

“Williamette Parkview Mall,” for which they designed an environmental Map clearly<br />

inspired by the fi lm. See Figure 50.<br />

The play-ground of the mall is fi lled with consumerist collectibles meant to both still and<br />

instill hunger, the most profound desire.


Figure 50<br />

Dead Rising: An Xbox 360 and Nintendo Wii based video gamespace filled with zombies and<br />

inspired by the Monroeville Mall space and the George A. Romero movie series. In-game screenshot<br />

© 2006 2009 Capcom. Reproduced by permission.<br />

27. Castle<br />

The castle as a play-ground has different faces, but it is always an expression of<br />

fortifi cation and enclosure and is thus a form of military architecture. When games<br />

implicitly or explicitly involve the castle trope (which, in the western world, usually<br />

appears in the form of motte and bailey, fortress, citadel, or, more representatively,<br />

palace), it can be assumed that some type of contest between competing powers or<br />

metaphor for defense or attack pervades the activity. War and castle are common, if<br />

not cliché, ludic architectural tropes.<br />

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The castle awes and expresses power by virtue of its scale, not only to intruders,<br />

but also to the populations who live near it, which it overshadows and commands. It<br />

defi nes a kind of artifi cial island in the wild. Note that this island-like nature of castles<br />

also explains why we are particularly fascinated by urban islands such as Venice, New<br />

York, Las Vegas (in the midst of the desert), and, formerly, West Berlin (in the midst of<br />

socialism).<br />

This is all the more interesting when one considers the fact that “the proto-city had (...)<br />

the beginnings of its institutional life in the fortifi ed camp and the shrine, not necessarily<br />

occupying a common site” (Mumford 1961:64). In German, the term Burg – which<br />

has always meant “fortifi cation” and today, also means “castle” – was long used to<br />

describe the spatial form of the City, as evidenced by the names of many cities, like, for<br />

example, Hamburg or Regensburg. Likewise, the German term Bürger means “citizen”,<br />

or, more literally, “townsman.” Similarly, in colloquial English, “burg” still connotes a city.<br />

Neither city nor citadel can be thought of without thinking of the other; and in Europe,<br />

neither can be thought of without thinking of the heritage of antiquity and the many<br />

Roman fortresses out of which modern cities grew. The play-ground of the castle is an<br />

ur-symbol of urbanity.<br />

Functionally, castle gameplay can be achieved in many ways. Castles can be strongholds<br />

to be placed or obstacles to be overcome. They can feature a palisade made up of<br />

pointed pales, a ditch surrounding a steep motte, a sleek scarp of rampart to climb,<br />

with soldiers hiding behind parapets, terreplein that must be hit, scorchers behind<br />

loopholes, a postern to seek and secretly enter, a wooden horse body to smuggle men<br />

into the polity, and, ultimately, a keep that must be penetrated (see Ching 1995:98f. for<br />

castle terminology). Inversely, castles can also be fortifi cations that must be defended.<br />

Inside the castle keep, other functions are possible. Often, booby traps, secret<br />

passageways, and other Labyrinth (and Maze) structures are contained in this


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Symbolically, in a game of power, a castle can be a Folly, and as a folly, a political<br />

“stamp.” For example, the Hohkönigsburg castle in Alsace in France lay in ruins for<br />

over two hundred years before being refurbished as a “fairytale castle” of the reigning<br />

Hohenzollern house by Berlin architect Bodo Ebhardt, commissioned by German<br />

emperor Wilhelm II. The refurbished castle combined political and attractor functions<br />

(Willaume and Richez 1991), but also sounded a warning, and thus militaristic signal to<br />

the French. Today, the castle is one of the most popular tourist destinations in France,<br />

serving to remind visitors of the former German presence in the Alsace. <strong>Entertainment</strong><br />

and military, we see, were co-evolving even before the invention of the computer.<br />

Whereas “the digital emerges as military, but achieves acceptance as entertainment”<br />

(Wark 2007:95), the analogue Hohkönigsburg emerges as military warning, but<br />

achieves acceptance as entertainment.<br />

Finally, let us look at the castle trope when used both as backdrop and interactive<br />

playground. The PS2 action-adventure game ICO (Sony Computer <strong>Entertainment</strong><br />

2001) is designed, explicitly, iconographically and beautifully based on the trope of<br />

castle architecture, and it represents “a huge spatial puzzle from which you, the player,<br />

must escape” (Davidson 2007:54). In ICO, the constructive trope is well-supported<br />

and achieved by the way the game camera follows the player context-sensitively<br />

(Adams and Rollings 2006:247). The camera, using different positions and angles,<br />

intelligently inscenates not only the action, which is, of course, most important for an<br />

action-based game, but also the immense architecture and landscape. Through these<br />

shifting camera positions, the game both mentally and pictorially maps and almost<br />

draws the gamespace panorama for the player. In addition, in ICO, the gamespace<br />

itself is the puzzle from which the player must escape, “by climbing, jumping, pulling<br />

levers, pushing crates and running around” (Davidson 2007:54).


Through kinesis, the player “learns” the embedded game architecture of ICO. But this<br />

is not where the cleverness of the design with regards to the architectural experience<br />

stops. In ICO, the player controls a boy, but in order to end the game successfully<br />

and traverse gamespace, the boy must take care of a mysterious girl, protect her, and<br />

help her overcome numerous spatial challenges. To do so, the player-boy holds the<br />

girl’s hand throughout the course of the game. This hand-holding is an essential part<br />

of the gameplay and is underlined by controller force feedback, affecting the player’s<br />

Body. “This creates an intimacy between the two characters lost in the castle; the<br />

virtual/physical act of holding hands is the means by which they work together to get<br />

through the ruins” (Davidson 2007:55). In this way, the gamespace in ICO is integrated<br />

emotionally through a deeply human bond, perceptually with the help of a contextsensitive<br />

landscaping camera, and cognitively by virtue of the fact that challenges are<br />

created for the boy and on behalf of the girl.<br />

In ICO, the castle is the game system, and the game system is the castle. This conversion<br />

of a castle into a game system reminds us of the Fun Palace, an improvisational<br />

architecture conceptualized by architect Cedric Price in 1964 together with avant-garde<br />

theater director/producer Joan Littlewood, who, in 1955, premiered Bertolt Brecht’s<br />

play Mother Courage and Her Children in London, thereby bringing the concept of<br />

Brecht’s Epic Theater to the UK. (See Theater, where Brecht’s vision of breaking the<br />

fourth wall between actors and audience is discussed.)<br />

The Fun Palace - cf. Figure 52 - is not a conventional building, but rather an ad-hoc<br />

construction of leisurely learning and discovery, where a scaffolded structure for pivoting<br />

stairs and escalators, moveable (and prefabricated) wall, fl oor, ceiling, platform, and<br />

stair modules, and overhead cranes affords constant constructing, dismantling, and<br />

reassembling. The Fun Palace, in other words, is a life-size kit-of-parts Playground<br />

of performativity and kinesis between players, objects, and the environment, which,<br />

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theoretically, aims to eliminate contest and encourage creation and adventuring.<br />

Littlewood “envisioned an ideal realization of Brechtian theater as a place of cultural<br />

bricolage where people could experience the transcendence and transformation of the<br />

theatre, not as audience, but as players and active participants in a drama of selfdiscovery”<br />

(Mathews 2005:76). In the original Fun Palace concept, we can see not<br />

only an affi nity to Brechtian theater, but also to the Situationist urban ideal of New<br />

Babylon (see the Society entry), in which the symbol of the palace was supposed to<br />

be democratized.<br />

Figure 52<br />

An early pervasive playground: Cedric Price. Interior perspective of Fun Palace. ca. 1960 - 1964.<br />

Reproduced by permission from Fonds Cedric Price, Collection Centre Canadien<br />

d’Architecture / Canadian Centre for Architecture, Montréal.


Price, designing based on Littlewood’s theatrical brief, began to plan for the construction<br />

to learn, with the help of artifi cial intelligence and computation, behavioral patterns, and<br />

not only adapt to the player’s current program, but also to anticipate future activities,<br />

thereby gradually shifting the focus from Brechtian theater to cybernetics, control<br />

systems, and social engineering. In fact, the inclusion of cybernetics scientists in the<br />

conceptual planning of the Fun Palace quickly led to the treatment of Palace players<br />

as data whose interests and activities would be monitored by sensors and computers.<br />

The Palace system would thereby have helped “modify people” with the help of<br />

virtual reality-like simulations such as “a trip around the moon in a space capsule,”<br />

an “underwater restaurant,” a “maze of silence,” or a “fantasy generator.” “Today, the<br />

idea of “unmodifi ed” and “modifi ed” people makes us recoil in horror. Yet, in the 1960s,<br />

the prevailing and naïve faith in the endless benefi ts of science and technology was<br />

so strong that the Orwellian implications of “modifi ed people” went largely unnoticed.<br />

At the time, the “social control” aspect of the Fun Palace was seen as a constructive<br />

contribution to society” (2005:85f.).<br />

Conceptually speaking, the Fun Palace anticipated the virtual realities of digital games<br />

as well as the privacy issues of surveilled entertainment and, more generally, pervasive<br />

computing (see Panopticon). Indeed, the Fun Palace truly would be an interesting role<br />

model for a building-based pervasive playhouse. Formally and aesthetically speaking,<br />

the unrealized Fun Palace certainly impacted architectural design and the construction<br />

of many realized buildings. For example, referencing the design of the Centre Pompidou<br />

in Paris, Reyner Banham writes that that “the concept of a stack of clear fl oors that<br />

can be adapted to a variety of cultural and recreational functions seems to recall the<br />

(...) Fun Palace of Cedric Price and Joan Littlewood, even if the project was never as<br />

radical as the fl oorless Fun Palace, or as casually innovatory as Price’s Inter-Action<br />

Centre,” a realized, but much smaller Fun Palace-like hands-on leisure center in the<br />

UK, demolished in 2003 (Banham 1977:275).<br />

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The lesson is: a castle designed for fun can break the symbolic power of the playground,<br />

but will exert control over any player who chooses to experience it.<br />

28. City<br />

For the oncoming tourist sitting on one of the ferry boats speeding through the saltwater<br />

lagoon, Venice’s centro storico is highly evocative. The cityscape and overall composition<br />

of the city center are incredibly moving, featuring, as they do, the Campanile, the<br />

combined colors of canals, palaces, and water, buildings that sharply carve an island<br />

of islands, and that special Venetian summer smell. All these make the city memorable.<br />

Camillo Sitte writes romantically of Venice: “So much beauty is concentrated on this<br />

single patch, no painter has ever conceived more beautiful architectural backdrops, no<br />

theatre has ever seen anything so sensually captivating than what has been capable<br />

of arising here in actuality.” 57<br />

Venice’s aesthetic qualities are a fact; wayfi nding in Venice, however, is a challenge.<br />

No wonder that Venice, the most touristed city in Europe (see Casino for the most<br />

touristed city in the US) and, claro, the most beautiful city in the world, is the epitome<br />

of the urban game: a citywide Labyrinth (and Maze).<br />

In The Image of the City, Lynch (1960) empirically explores how city dwellers perceive<br />

and envision spatial information while navigating through urban space. Although the<br />

study was conducted using only US cities as examples, Lynch identifi es a number of<br />

systems that render the example cities more legible for the study subjects and allow for<br />

what he coined “wayfi nding,” i.e. “a consistent use and organization of defi nite sensory<br />

57 Translated from the German original by the author: “So viel Schönheit ist auf diesem einen Fleckchen Welt<br />

vereinigt, dass kein Maler noch je Schöneres ersonnen hat an architektonischen Hintergründen, kein Theater<br />

noch je Sinneberückenderes gesehen hat, als es hier in Wirklichkeit zu erstehen vermochte.”


cues from the external environment.” (1960:24) Wayfi nding devices assist people in<br />

constructing a predictable mental map, an environmental image. Lynch organizes the<br />

elements of this mental map into fi ve categories, in turn creating a design vocabulary for<br />

urban wayfi nding that has since served as inspiration to urban planners and architects<br />

as well as information and interaction designers. Lynch’s elements follow:<br />

● Paths: The streets, walkways, transit lines, canals, railroads, and other<br />

urban channels through which people travel.<br />

● Edges: The walls, shores, fences, barriers, shorelines, and other perceived<br />

boundaries that exist in relatively straight lines, thereby demarcating as<br />

well as relating distinct areas.<br />

● Districts: Larger sections of a city that are distinguished by their unique<br />

identities or urban characters (Financial Districts, for example).<br />

● Nodes: Focal points such as intersections, enclosed squares, subway<br />

stations, and other transportation hubs.<br />

● Landmarks: Readily identifi able points of reference (in Europe, for<br />

example, the Eiffel Tower in Paris or the Fernsehturm (TV Tower) in<br />

Berlin).<br />

Lynch derives two concepts from his study. The fi rst is the imageability of a city: “a<br />

quality which gives it a high probability of evoking a strong image in any given observer”<br />

(Lynch 1960:9). The second is a city’s legibility, that is, “the ease with which [a city’s]<br />

parts can be recognized and can be organized into a coherent pattern…a legible city<br />

would be one whose districts or landmarks or pathways are easily identifi able and are<br />

easily grouped into an overall pattern” (Lynch 1960:10).<br />

For the oncomer on the boat, Venice at fi rst appears highly imageable and legible.<br />

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But for those traversing the city on foot, the sheer combinatorial possibility of canals,<br />

bridges, pieces of art (statues, roundels, coats of arms, crosses, reliefs, logos, plaques,<br />

and fragments), Squares (campi), small squares (campielli), and lanes – alternately<br />

called alli, salizzade, rughe, liste, rami, sottoporteghi, rii terrà, and fondamenta – is the<br />

underlying truth of the Venetian game.<br />

Venice, navigationally speaking, is simply disorienting. Fabio Carrera (1997) has<br />

shown that at least on the level of the Campo Santa Maria Formosa square, for<br />

example, Venice can be imageable thanks to the free-standing church landmark.<br />

As a navigational network, however, the city remains an exciting maze. No wonder,<br />

then, that the annual Orientamento a Venezia – abbreviated as just Orivenezia – is<br />

the toughest city orienteering competition in the world. 58 (See also the “Nature” entry,<br />

which discusses the sport of orienteering). Yet, arguing only in terms of navigation<br />

would not do Venice justice. Like so many other European cities, as well as New York<br />

and Boston in the USA, Venice immerses pedestrians in a three-dimensional narrative<br />

(see Pearce (2007:201)).<br />

As a city experience, the Venetian maze is acceptable (and made possible) to us<br />

because, with every other turn and break of visual angle and perspective, there is<br />

always some new thing to adore, a compelling urban story to discover, a dead-end to<br />

realize. Venice, in short, is a perfect archipelago adventure for disorienting pleasure.<br />

Venice, we daresay, is the perfect physical urban play-ground because it combines the<br />

kinetic participatory delights of pursuing vertigo, contemplating, savoring, adventuring,<br />

amusing (tourists usually visit in groups of two or more), problem-solving, and wayfi nding<br />

achievement with a unparalleled pedestrian experience of Mobility. It is, in short, a<br />

play-ground in and of itself. 59 _ We can only hope that the game generation will still<br />

58 Cf. http://www.orivenezia.it.<br />

59 An entertaining gameplay strategy for the maze that is Venice<br />

can be found at http://www.initaly.com/regions/veneto/ovensty.htm.


have the chance to play Venice, which is in constant danger of being fl ooded by rising<br />

waters. Should that happen, gamers may instead decide to see the replica Campanile<br />

at the Venetian Resort Casino in Las Vegas, proclaimed <strong>Entertainment</strong> Capital of the<br />

World and Venice’s New World counterpart. Similar to the perfect, but sadly and slowly<br />

sinking play-ground for making one’s own urban adventure, the urban archipelago of<br />

Casinos within the Clark County desert vegetation offers a gamble on one’s future, too.<br />

In the game REXplorer, the city of Regensburg is not only used as a backdrop, but as<br />

a functional platform and raison d’être for the game. The game design understands<br />

the city as a rhetorical landscape that persuades the player to move between urban<br />

sites. Players are presented with audio drama based cliffhanger puzzles spoken by<br />

site-specifi c characters. By way of these audio cliffhangers, characters offer quests<br />

to the players, which can only be resolved at other sites. Players, then, must keep<br />

moving in order to play the game. Through this core mechanic, the audio augmented<br />

city becomes a physical game Board on which player mobility is infl uenced with the<br />

help of reward structures (players who successfully resolve their quests receive points,<br />

and walking itself is credited as well). For a more detailed discussion of this aspect of<br />

pervasive gaming, see Walz (2007) as well as Walz and Ballagas (2007).<br />

The cityscape of Venice and the REXplorer game teach us important lessons as to how<br />

to design exciting mazes and how to think of them architecturally and in terms of urbanlike<br />

relationships. We can also turn this around and think of the World Wide Web as an<br />

urbanistic maze; the pervasively computed city towards which we are heading today<br />

is another such maze. See Figure 53, which sets both maze metaphors into relation.<br />

When one considers the urban maze of Beijing, where a labyrinthine, disorienting<br />

structure is achieved by demolishing whole city quarters, one may be inclined to think<br />

that Venice will spearhead the heterotopian model of the European city-as-museum.<br />

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294<br />

Figure 53<br />

Two mazy city metaphors: (Left) Artist collective eBoy depict the WWW as a city in their FooBar<br />

poster (www.eboy.com). (Right) In 2004, the architectural office hybrid space lab envisioned a<br />

SubCity - a pervasively computed urban game (www.hybridspacelab.net). Images reproduced<br />

by permission.<br />

But, although the Asian model may try to abandon the European Labyrinth (and Maze)<br />

topos, it inadvertently re-establishes that exact model through constant changes in the<br />

cityscape and in building usages.


29. Society<br />

On the evening of December 20, 1960, in a militant presentation at the Stedelijk<br />

Museum in Amsterdam, Constant Nieuwenhuys – a Dutch architect whose name is<br />

commonly shortened to Constant – accused the modern City of being an exploitative,<br />

utilitarian machine that demands productivity from its population, that pacifi es with<br />

pseudo-“Nature”, and that destroys life. Constant suggested a solution called New<br />

Babylon, which he later revised again and again, but which, at its core, constitutes “a<br />

vision of a ludic society” (Nieuwenhuys 1974). In this “counter-design to Modernism’s<br />

functionalization and realization mechanisms for architecture and town planning”<br />

(Feireiss 2007:218), inhabitants play a creation game of movable walls, fl oors, partitions,<br />

ramps, stairs, bridges, and infi nitely variable qualities of light, color, ventilation, texture,<br />

temperature, and moisture, designing their own environment for adventuring against<br />

their designed backdrop. Architectural historian Mark Wigley evocatively recounts<br />

Constant’s concept:<br />

<strong>Technology</strong> has long been the new nature that must now be creatively<br />

transformed to support a new culture. The increasingly traumatised<br />

inhabitants have to take over the shaping of their own spaces to recover<br />

the pleasure of living. This reshaping will soon become their dominant<br />

activity when automation handles all forms of production. Leisure time<br />

will be only time. Work gives way to an endless collective play in which<br />

all fantasies are acted out. The static constructions of architects and town<br />

planners are thrown away. Everybody becomes an architect, practising a<br />

never-ending, all-embracing “unitary urbanism.”” (2001:9).<br />

New Babylon represents an activist’s and activist play-ground, an elevated, jungle<br />

gym-like (see the Playground entry in this inventory) fl uxus labyrinth, covered on a<br />

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296<br />

planetary scale, programming an “unfunctional and fantasy way of living (...); people<br />

would constantly be travelling” (Nieuwenhuys 1964/2001:14). At Constant’s fi rst<br />

presentation at the Stedelijk, however, the debaters raised a fundamental question:<br />

would New Babylon liberate humanity by affording the pleasures of fl uidity and of<br />

creative and adventurous play? Or would it be a prison? (Wigley 2001:11)<br />

Constant’s vision of an all-consuming hyper-urbanism overwriting the city (Sloterdijk<br />

2006:98) accommodated the revolutionary goal of the Situationist International (SI),<br />

of which Constant was a member when he fi rst presented New Babylon. This SI goal<br />

was to overcome not only modernist architecture, but to conquer consumerism and,<br />

ultimately, capitalist society through ludism. A 1957 fusion between radical avant-garde<br />

artists and groups (mainly, the Lettrist International centered on the artist-theorist<br />

Guy Debord and the Mouvement international pour un Bauhaus imaginiste, founded<br />

by the painter Asger Jorn), the SI experimented with a number of ludic techniques<br />

and provocations, among them New Babylon, under the umbrella of the concept of<br />

psychogéographie (Stahlhut et al. 2006). Basically, psychogeography can be described<br />

as the playful becoming aware of, reimagining, and exploration of the city; in other<br />

words, the affective realization of the city. In the following list, a number of exemplary<br />

psychogeographical techniques are presented:<br />

● In the fi rst issue of its magazine Potlatch, the Lettrist International<br />

published “The Psychogeographical Game of the Week”:<br />

In accordance with what you are seeking, choose a country, a<br />

more or less populated city, a more or less busy street. Build a<br />

house. Furnish it. Use decorations and surroundings to the best<br />

advantage. Choose the season and the time of day. Bring together<br />

the most suitable people, with appropriate records and drinks. The<br />

lighting and the conversation should obviously be suited to the<br />

occasion, as should be the weather or your memories. If there has


een no error in your calculations, the result should satisfy you<br />

(Debord 1955/2004).<br />

● In our terms, we can think of this game as consisting of adventuring and<br />

creation play pleasures, with some risk-taking and performing-socializing.<br />

● The Situationist practice of dérive, a term coined by Russian LI member<br />

Ivan Chtcheglov meaning, literally, “drifting.” The dérive is similar to<br />

Constant’s ever-traveling Homo Ludens, in that it refers to constantly<br />

and rapidly vagabond and adventure through different areas in the city<br />

(Stahlhut 2006:10). Game rules and gamespace were defi ned for a<br />

dérive; this included starting and possible rendezvous points, duration,<br />

number of participants, size and kind of urban playground, objective, and<br />

activity fi lters such as, ”Look for all taverns serving white rum,” or ”Take a<br />

cab and drive 20 minutes westwards before starting the dérive” (Debord<br />

1958). The Universal Psychogeographic Computer (Hou Je Bek 2007)<br />

introduced earlier in this section in the discussion of utopian play-grounds<br />

can be considered a dérive device, while Debord’s and Jorn’s The Naked<br />

City map of Paris bears witness to ample, vertiginous adventuring – a<br />

nomadic kinesis, leading to a joyful re-discovery of a city by the way of a<br />

design that “simultaneously mourned the loss of old Paris, prepared for<br />

the city of the future, explored the city’s structures and uses, criticized<br />

traditional mapping, and investigated the relationship between language,<br />

narrative, and cognition” (Sadler 1998:60). See Figure 54.<br />

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298<br />

Figure 54<br />

Guy Debord: The Naked City. Illustration de L’Hypothése Des Plaques Tournantes<br />

En Psychogéographique (1957), screenprint. Reproduced by permission<br />

from RKD, The Hague.<br />

● The Situationist practice of détournement is a creative play pleasure<br />

meant to misappropriate, reorganize, pocket, and de-contextualize<br />

existing structures such as signs, façades, objects on the streets, etc.<br />

(Debord and Wolman 1956). It is a combination of adventure-creation<br />

with components of risk-taking.<br />

Borries (2004) traces how Nike applies subversive practices as marketing tactics in<br />

urban areas in an effort to penetrate sub and counter cultures and thereby establish<br />

a branded city that transcends the logic of everyday. Just do it, so to speak, like<br />

André Agassi and Pete Sampras did in a Nike TV spot in which they played tennis


on New York City’s 5th Avenue as an act of liberating the regimenting of the city: the<br />

street becomes the tennis court, the sidewalk the bleachers. But whereas the New York<br />

City TV spot was merely symbolic, the Nike basketball court surface made of recycled<br />

sneaker soles (bearing the Swoosh logo, naturally) located at Berlin’s Alexanderplatz,<br />

the heart of the city’s public sphere, is very real: “The Situationist strategy of fake<br />

and détournement can be discovered as an instrument of communication in nearly<br />

all of Nike’s urban interventions. They serve here the same function they do with the<br />

Situationists and media guerillas, namely to gain access to new spaces of interpretation<br />

and opportunities for refl ection” (Borries 2004:72).<br />

When reading these lines and thinking about recuperating marketing, let us not forget<br />

where the Situationist games came from; in its heyday, dérive promised a new urbanism<br />

with “rooms more conducive to dreams than any drug, and houses where one cannot help<br />

but love” (Chtcheglov 1958). Building authentic pantopian dreams, then, can be a tactic<br />

stronger than the tactics of those who succeeded in misappropriating by misappropriating<br />

their greatest enemies. In a society in which life presents itself as an immense accumulation<br />

of commodifi ed spectacles, a fallback Walden tactic is still by far more truthful than<br />

radical opportunism.<br />

In our context, street and guerilla artists show us an alternative to life in the woods<br />

(which can be seen as an early example of a self-governd alternative to the society of<br />

the spectacle). With guerilla art, people express themselves, often playfully, in a public<br />

space, in order to affect as well as to reclaim the space, to make a political statement,<br />

to decontextualize or to intervene, often with the goal of letting people interact with this<br />

environment in a novel, though-provoking way. Basically, this can mean that someone<br />

presents someone else with something elsewise than what they might suppose: “Like a<br />

random act of kindness, guerilla art has the potential to create a ripple effect. Imagine the<br />

postal worker running through his day, stopping for a moment to read a quote you have<br />

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PLAY-GROUNDS<br />

300<br />

chalked onto the sidewalk.” (Smith 2007:15) writes Keri Smith in her inspiring book The<br />

Guerilla Art Kit. This tactic of anonymous artists entering into people’s daily routines,<br />

then, overlaps with Situationism, but may be more about beautifying, questioning and<br />

interacting with space impermanently than about altering space forever.<br />

30. Topology<br />

A topological play-ground maps how nodes in a social network are acquainted, just as<br />

in the following example:<br />

To prove that nowadays the population of the Earth is in every aspect much<br />

more closely interconnected than it has ever been, one member of our<br />

gathering proposed a test. “Let us pick at will any given existing person<br />

from among the one and one half billion inhabitants of the Earth, at any<br />

location.“ Then our friend bet that he could establish via direct personal<br />

links a connection to that person through at most fi ve other persons, one<br />

of them being his personal acquaintance. “As people would say, look,<br />

you know X.Y., please tell him to tell Z.V., who is his acquaintance....so<br />

and so.” ”OK,” said a listener, “then take for example Zelma Lagerlöff”<br />

[literature Nobelist, born 1909]. Our friend placing the bet remarked<br />

that nothing is easier. He thought only for two seconds. “Right,” he said,<br />

”so Zelma Lagerlöff, as a Nobelist, obviously knew the Swedish king<br />

Gustav, since the king handed her the prize, as required by the ceremony.<br />

Gustav, as a passionate tennis player, who also participated at large<br />

international contests, evidently played with Kehrling [Béla Kehrling,<br />

Hungarian tennis champion and winner at the Göteborg Olympics 1924,<br />

1891-1937], whom he knew well and respected.” ”Myself,” our friend<br />

(he was also a strong tennis player) said, “I know Kehrling directly.”<br />

Here was the chain, and only two links were needed out of the stated<br />

maximum of fi ve (Braun 2004:1745).


Chemist Tibor Braun, in a letter to Science magazine, translated the aforementioned<br />

portion of a humorous short story composed by Hungarian writer Frigyes Karinthy<br />

in 1929, originally called Láncszemek – in English, Chain-Link. As you will note, the<br />

activity described – i.e. the test – is really a game, with the objective to prove that<br />

the bettor knows, by a maximum of fi ve linking chainmen, any other given person on<br />

the planet. The play pleasures implicitly include contesting, problem-solving, (social)<br />

storytelling, and the kinetic pleasure of jumping from node to node, and thus, from<br />

friend to friend-of-a-friend. Karinthy’s short story also anticipates, by many decades,<br />

the scientifi c discourse surrounding the structure of social networks and particularly,<br />

their connectedness. The fi ctional story marks the appearance of a spatial concept we<br />

know today as “six degrees of separation.”<br />

One of the fi rst quantitative studies concerning the structure of social networks was<br />

conducted by controversial social psychologist Stanley Milgram in the late 1960s.<br />

Milgram (1967), then at Harvard University, sent letters to random subjects in Wichita, KS<br />

and Omaha, NE, whom he asked to participate in a scientifi c experiment by forwarding<br />

the letter to a target address through a personal acquaintance who is more likely than<br />

the subject to know the target person, either a stock broker in Boston or the wife of a<br />

divinity graduate student in Massachusetts. Milgram’s goal was to fi nd the “distance”<br />

between any two people in the US. Based on the letters that arrived at their destination<br />

and the log fi ling postcards that chain-persons were asked to mail to Harvard, Milgram<br />

conjectured that 5.5 was the average number of acquaintances separating – and thus,<br />

connecting – any two randomly chosen human beings in the United States.<br />

Milgram’s experiment has been harshly criticized for lack of scientifi c rigor, for little<br />

evidence of successfully completed chains 60 , and for not refl ecting the implications of<br />

mail forwarding factors (and hindrances) such as race or class (Kleinfeld 2002). Yet,<br />

60 Kleinfeld found, upon re-visiting Milgram’s original research notes stored at Yale University, that the claim<br />

was not supported by Milgram’s experimental results: 95% of the letters sent out had failed to reach their targets.<br />

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PLAY-GROUNDS<br />

302<br />

the concept of a world of socially linked “small-worlds” prevailed, and eventually lead to<br />

playwright and screenwriter John Guare’s play and movie, Six Degrees of Separation<br />

(1993), which introduced the idea of a worldwide linkage system. J. J. Abrams, who<br />

starred in the movie as the character Doug61 , later became the executive producer for<br />

the TV series Lost (2004-2010) and Six Degrees (2006-2007), both of which implicitly<br />

and explicitly use the six degrees of separation concept as a storytelling and character<br />

puzzling device. Figure 55 shows a Lost character connection map excerpt featuring<br />

exemplary characters and series locations.<br />

In Lost in particular, but also in general, the concept of six degrees of separation makes<br />

us comfortable, because it creates the illusion (and mystery) of intimacy, and it has an<br />

utmost alluring explorative play character that spans all of social space. The online<br />

social networking sites Friendster and Facebook play on the concept, too. But is the<br />

concept scientifi cally valid? Or maybe the more appropriate question is: In which<br />

play-like contexts do we fi nd small-worlds?<br />

61 Cf. http://www.imdb.com/name/nm0009190/.


Aaron Littleton<br />

Mother<br />

Claire Littleton<br />

James "Sawyer"<br />

Ford<br />

sleeps with<br />

Mary Jo<br />

(Lotto Girl)<br />

pulls lottery numbers on TV<br />

Hugo "Hurley"<br />

Reyes<br />

Figure 55<br />

A socio-narrative topology among<br />

exemplary characters and locations<br />

in the TV show Lost (ABC).<br />

Uncle<br />

Father<br />

met in bar<br />

patient<br />

Half sister<br />

invests in<br />

Jack Shephard<br />

Father<br />

Christian<br />

Shephard<br />

Nurse<br />

blames for parents' death<br />

knows<br />

John Locke<br />

works at<br />

Box Company<br />

Santa Rosa<br />

Mental<br />

Institution<br />

works with<br />

father<br />

mother<br />

sometimes patient of<br />

Anthony Cooper<br />

Emily Locke<br />

PLAY-GROUNDS<br />

303


PLAY-GROUNDS<br />

304<br />

Duncan Watts and Steven Strogatz (1998) show that many natural as well as designed<br />

networks exhibit the small-world property, achieved by adding a small number of<br />

random links to a network, which reduce its diameter – i.e. the longest measured direct<br />

path between any two vertices in a network – from very long to very short. This fi nding<br />

suggests that infectious diseases spread more easily in small-world networks than in<br />

regular networks. The small-world architecture developed by Watts and Strogatz also<br />

supports the observations made by sociologist Mark Granovetter (1973) in his milestone<br />

paper, The Strength of Weak Ties, in which he asserts that our acquaintances – i.e.<br />

our weak ties – are less likely to be involved socially with one another than are our<br />

strong ties – i.e. close friends. Any individual, therefore, forms a low-density network<br />

with weak ties, whereas in comparison, a set consisting of that same individual and<br />

her close friends forms a high-density network enabled by the presence of many of<br />

possible lines. See also Granovetter’s critical recapitulation of his own argument in<br />

Granovetter (1983). Both fi ndings let us think of playspaces as sites where something<br />

is passed on (or back) in space, allowing for contesting, risk-taking (“Will this prove to<br />

be a strong tie?”), chance, collecting, adventuring, or storytelling; think of a Telephonestyle62<br />

information corruption activity or an activity in which a story (an image, a video,<br />

a song) grows from node to node.<br />

In an effort to reveal the mathematical features of a sexual-contact network using a<br />

random sample of individuals, Liljeros et al. (2001) found that the connectivity of an<br />

objectively defi ned non-professional social network linked in the most intimate way<br />

possible is scale-free. That means that there is no core group that is separated from<br />

other individuals. Scale-free describes the fact that in sexual-contact networks, one can<br />

observe connectivities much larger than the sample’s mean, in contrast, for example,<br />

to a single-scale network. In a single-scale network, each agent would have had the<br />

62 Known as Chinese Whispers in the UK and Stille Post in German-speaking countries.


same amount of sexual contacts, creating an exponential and homogenous network,<br />

as opposed to a non-homogenous scale-free network.<br />

Using citational and co-authoring data from scientifi c papers in physics, biomedical<br />

research, and computer science, Mark Newman (2001) investigated the “Who is the<br />

best connected scientist?” game and came up with the following summary:<br />

In all cases, scientifi c communities seem to constitute a ‘‘small<br />

world’’ in which the average distance between scientists via a line of<br />

intermediate collaborators varies logarithmically with the size of the<br />

relevant community. Typically, we fi nd that only about fi ve or six steps<br />

are necessary to get from one randomly chosen scientist in a community<br />

to another. It is conjectured that this smallness is a crucial feature of a<br />

functional scientifi c community.<br />

We also fi nd that the networks are highly clustered, meaning that two<br />

scientists are much more likely to have collaborated if they have a third<br />

common collaborator than are two scientists chosen at random from the<br />

community. This may indicate that the process of scientists introducing<br />

their collaborators to one another is an important one in the development<br />

of scientifi c communities (Newman 2001:408).<br />

The results from the sexual-contacts research as well as the citation game are<br />

consistent with fi ndings suggested by Barabási and Albert (1999) as well as by Albert/<br />

Jeong/Barabási (2000) and a categorization popularized in Barabási (2003). Barabási<br />

counts small-world networks as exponential networks, in contrast to <strong>Technology</strong>based<br />

networks, which are scale-free and feature self-organizing properties.<br />

These properties are governed by two straightforward rules: (a) expansion (nodes are<br />

added one node at a time for a given period of time), and (b) preferential-attachment<br />

(new nodes connect to existing nodes and are more likely to connect to the more<br />

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305


PLAY-GROUNDS<br />

306<br />

connected nodes). More than a fi xed six degrees of separation, these principles<br />

are likely responsible for the scale-invariant architecture of the World Wide Web,<br />

where Website’s nodes seek to link themselves to hubs, i.e. Websites with the most<br />

connections. Figure 56 visualizes the difference between these two types of networks.<br />

Figure 56<br />

Two types of networks visualized: (left) A homogenous exponential and (right) an inhomogenous<br />

scale-free network. Most nodes in the exponential network have about the same number<br />

of links, whereas in the scale-free network, most nodes have one or two links and only a few<br />

nodes have a large number of links, so that the system becomes interconnected. The five<br />

nodes with the highest number of links are colored dark-gray; their first neighbors are colored<br />

gray. Figure reprinted by permission from Macmillan Publishers Ltd.: NATURE Albert/Jeong/<br />

Barabási (2003).<br />

Barabási’s principle of preferential-attachment is interesting when viewed from a game<br />

design and play pleasure perspective, beyond storytelling and character topologies


such as those found in the TV series Lost. The principle indicates that scale-free play<br />

architectures can emerge when play-others – players, objects, and spaces – have been<br />

found more attractive by previous players than other play-others. When implemented,<br />

this could play a role in orienteering-like games (see “Nature”) and scavenger hunt<br />

situations, as well as in exploration and adventuring play and game types in general.<br />

The similarity of this hypothesis to the principle of social navigation, which holds that<br />

participants’ activities in a (physical or virtual) space are infl uenced by observing and<br />

following other participants’ activities (Dourish 1999), is striking.<br />

In the hybrid network space of REXplorer, another type of topology has been established,<br />

in which physical sites are connected through the fi ction and rules of a game (as opposed<br />

to, say, a physical topology in which wires or cables connect nodes). In designing the<br />

game, which is intended as a playful yet educational touristic offering that goes beyond<br />

the classical guided tour, we reviewed the city of Regensburg’s overview list of over<br />

1,400 protected historical buildings, which describes each site’s erection, make up,<br />

and usage over time. We then cross compared a number of city sightseeing guides<br />

including the city’s tourism Website, fi nally fi ltering 29 sites of interest out of the mass<br />

of information; these represent typical sights that tourists would want to see during a<br />

day-long visit.<br />

In the fi rst design draft, we decided that each building or a building’s main function over<br />

time should be represented by a site-specifi c character. To prototype these characters<br />

and give them personality depth, we used a character sheet format. This consisted<br />

of a one-page description of the different characters that provided an at-a-glance<br />

overview to simplify the review process. These character sheets were important in<br />

communicating our more detailed content ideas with the local tour guides for content<br />

supervision as well as for guiding the voice actors. The character sheets provided a<br />

compact and highly browsable format that supported an effective review process. The<br />

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307


PLAY-GROUNDS<br />

308<br />

tour guides were able to suggest improvements or changes in character selection very<br />

easily using this format. The changes at this stage of the design process were easy to<br />

incorporate and they prevented signifi cant rewriting of the full script later on.<br />

The main challenge of narrative production, then, lay in bridging the characters (and<br />

City sites) so that they would be connected meaningfully, as well as emotionally,<br />

through quests. In the design document, we created guidelines as to which general<br />

emotional dimensions could bond the characters so that players would want to travel<br />

from site A to B to fulfi ll a quest in order to hear the resolution of a cliffhanger. In<br />

the game dialogue script, we applied emotional bridges such as romance, greed, and<br />

fear to the Non Playable Characters’ (NPCs) quest stories, while planting clues in the<br />

NPC’s sentences as to which element gesture the players need to cast. For example,<br />

at the site of the historical character Barbara Blomberg, we embedded the clue for the<br />

expected gesture element “water” by having Barbara, crying, ask the player to take her<br />

“tears of her love” to emperor Karl V., who she has only seen once, but with whom she<br />

has a son<br />

Once we had created example quests between characters, the script draft was reviewed<br />

by stakeholders. Based on the feedback, we eventually created 59 quests with the help<br />

of a travel journalist, who acted as a co-writer. The fi nal script was iteratively fi ne-tuned<br />

and was recorded at a professional recording facility. Figure 57 shows REXplorer’s<br />

narrative topology as well as the game’s kinesis topology in the relation to the physical<br />

site on top of a city core map. As can be seen from this Figure, REXplorer provides a<br />

connectivist perspective of the city of Regensburg.


20<br />

2<br />

1<br />

14<br />

26<br />

25<br />

8<br />

9<br />

13<br />

12<br />

10<br />

27<br />

6<br />

24<br />

23<br />

25<br />

22<br />

18<br />

21<br />

17<br />

3<br />

16<br />

5<br />

19<br />

15<br />

28 11<br />

7<br />

4<br />

PLAY-GROUNDS<br />

309<br />

Figure 57<br />

Topologies in REXplorer.<br />

Game topology in relation to<br />

the physical site on top of a<br />

city core map as well quest<br />

associations between character-sites<br />

no. 1 to 27.


PLAY-GROUNDS<br />

310<br />

Many pervasive games fail to reach the masses because they are depending<br />

on specifi c sites (as REXplorer is), social situations or times; or because they are<br />

event- or campaign driven and irreproducible; or because they are enforcing socially<br />

inappropriate behavior onto players in public space, such as running, costuming (see<br />

Body) or role-playing.<br />

In comparison, interweaving pre-existing social, spatial and temporal topologies and<br />

everyday behavior with pervasive gameplay may serve as a key to commercial success<br />

or game attractiveness. A game can pepper, amplify or enhance a given situation or<br />

procedure with the help game mechanics, yet without aiming to break given everyday<br />

circumstances. For example, REXplorer takes advantage of the tourist situation, during<br />

which, typically, groups of leisurely-oriented people attempt to visit and learn about a<br />

defi ned set of sites during a limited amount of time. Another example, the locationbased<br />

social networking game foursquare (2008), rewards city exploration and<br />

activities as well as meeting new people with points and badges. Thereby, the game<br />

capitalizes on present urban networking patterns such as friend fi nding, going clubbing<br />

and discovering as well as sharing places and activities. In fact, both REXplorer and<br />

foursquare quasi “ludify” pre-existing patterns, fl avoring them with uncontroversial and<br />

playful, but alike behavioral patterns. I call this type of game design technique the<br />

simile principle, cf. the chemical rule similia similibus solventur, or the homeopathic rule<br />

similia similibus curentur.


31. Mobility<br />

In 2005, on the side of a heavily traffi cked federal highway just outside of Regensburg,<br />

a man-sized poster courtesy of the Bavarian road safety association warned the Homo<br />

(Ludens) Digitalis that though driving fast may feel fun and quite game-like, it may have<br />

an irrevocable consequence: – “Game Over”, see Figure 58. The road sign refers to the<br />

meme of a computer-like interface; it concerns an actual automobile, but acknowledges<br />

the illusory similarity of driving<br />

that automobile and playing a<br />

racing game, a game of contest<br />

and risk-taking, where in real<br />

life, losers pay the highest price<br />

– death.<br />

Figure 58<br />

A man sized poster, courtesy of the<br />

Bavarian road safety association,<br />

applies a race game look and feel<br />

to warn of speeding.<br />

PLAY-GROUNDS<br />

311


PLAY-GROUNDS<br />

312<br />

Whereas the game that lures behind the street sign promises vertigo from high-stakes<br />

play, in these times of rising petrol prices, a different car-related activity, hypermiling,<br />

has become a game-like achieving and contesting activity in which car drivers strive to<br />

squeeze as many miles as possible from a tank of gasoline63 .<br />

Mobility, in fact, mobilizes the magic circle, and it can be abstract and concrete. Mobility<br />

enables contests, signifi es the way a plot progresses, and can have a visual gestalt<br />

or an auditive one. Without mobility, perspective would not have a before or an after.<br />

Mobility creates play functions related to movement. Mobility is the concrete expression<br />

of kinesis on a play-ground: through mobility, we perambulate space and time.<br />

Mobility plays a major role in the way we, playfully, learn the World. Jean Piaget (1951)<br />

illustrates how the development of motor skills and the development of cognition<br />

in children interrelate and cannot be separated from one another; sensomotorical<br />

intelligence, and also more general traits of intelligence, fundamentally result from<br />

motor function and experiencing the world through movement. Piaget explains that<br />

it is during the “sensorimotor stage” (Piaget 1992:49), which spans from birth to the<br />

age of two, that this type of intelligence is acquired, when the child rehearses refl exes,<br />

develops habits such as thumb-sucking, grabs with the hands, and begins combining<br />

prior motor skills to actively experiment and play. Ultimately, the child leaves behind<br />

this trial and error phase, once he has become capable of playing games with more<br />

complex rules. From an adult’s perspective, children’s movements are, as mentioned<br />

earlier, often unjustifi ed, undue, and repetitive (Buytendijk 1956:294ff.). But from the<br />

perspective of a child, it is precisely these factors that make mobility highly enjoyable<br />

because through movement, children experience the world.<br />

More rigorously, then, and in agreement with mobility researchers Zoche/Kimpeler/<br />

Joepgen (2002:7), we defi ne “mobility” here as follows:<br />

63 Cf. http://www.wired.com/cars/energy/news/2008/06/hypermilers09.


Mobility<br />

The potential for movement and the execution of movement.<br />

The fi rst aspect of the defi nition underlines the fact that mobility implies that a person’s<br />

Body, an object, or, alternatively, a space are mobile (and in reverse, that this mobility<br />

is the condition of being mobile). The second aspect describes the actual concrete<br />

movement of people, objects, or spaces, i.e. the process of change of an entity from<br />

one unit of a described system to another unit. The two defi ning aspects are reciprocal:<br />

without the condition of mobility, actual mobility cannot take place, and without actual<br />

mobility, the condition of mobility is worthless. Together, the two aspects create what<br />

we can call a mobility-space. For a defi ned system with a set of actors and a set of<br />

elements, such a space embodies all possible movements and all actual movements.<br />

But what are the dimensions of mobility? What kinds of mobility can we identify? Below,<br />

we’ve grouped the major kinds:<br />

● Anthropological: Michael Gleich (1998) traces mobility as an<br />

anthropological constant, claiming a Homo Mobilis for whom mobility<br />

is an exigency, a capability, and a desideratum (1998:13). This way of<br />

looking at mobility certainly resembles Piaget’s constructivist stance, and<br />

it remains the core of all mobile play-grounds.<br />

● Physical-geographical: In geographical space, physical mobility can be<br />

a property of people or things, and people’s mobility can be caused by<br />

migrational, vacational, or leisurely everyday activities (Zängler 2000:20f.).<br />

This kind of mobility implies a positional change between spatial units, of<br />

which games can take advantage. Physical movement of people, then,<br />

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can be interesting particularly for health game purposes – for example, to<br />

resolve obesity64 . Another starting point for designers can be reoccurring<br />

route patterns, for example commuting between home and work.<br />

● Social: Individual or societal changes between groups, strata, or classes,<br />

which take place over time (i.e. intra- or intergenerationally).<br />

● Formative: John Urry (2000), somewhat combining several of the<br />

approaches cited above, argues that as spatial metaphors and processes,<br />

mobilities are at the heart of contemporary social life and should therefore<br />

be at the center of 21st century sociological analysis. Travelings are thus<br />

constitutive elements of the structures of western Society and cultural<br />

identity. They can be corporeal, object-related, imaginative, or dematerialized,<br />

i.e. virtual. Nigel Thrift (2004) even envisions that continuous<br />

and ubiquitous numerical calculating alters our understanding of how we<br />

relate, so that “the nomadologic of movement becomes the natural order<br />

of thought” (Thrift 2004:590), which Thrift calls the “qualculative sense”<br />

(ibid.). In an earlier study of spatial formation, Thrift shows, for example,<br />

how the railway has been exceptionally important in the shaping of modern<br />

mobility, remodeling our existing relationships to landscape, space, and<br />

time. The railway has familiarized the masses with machinery outside<br />

of the workplace, it has democratized longer-range travel, propelling<br />

passengers through space, and it has, as a <strong>Technology</strong> of power and<br />

quite like a projectile, pierced, bridged, framed, bypassed, amplifi ed, and<br />

degraded physical space – in other words, disciplined and dominated it<br />

(Thrift 1996:266ff.). Urry, transposing Thrift’s railway observations onto<br />

64 Martin Knöll, an architect and doctoral student at the University of Stuttgart co-supervised by the author, and<br />

the author are currently preparing the production of YourParkour, a mobile and pervasive game to fi ght obesity,<br />

targeting 12-13 year olds.


the notion of the fl exible and wholly coercive car, which “reconfi gures civil<br />

society involving distinct ways of dwelling, travelling and socialising in,<br />

and through, an automobilised time-space. Civil societies of the west are<br />

societies of automobility” (Urry 2000:59). When we were kids sitting in<br />

the back seats of cars, we played games like “I spy with my little eye,” but<br />

tomorrow, our backseat kids will investigate crime mysteries designed to<br />

span vast areas along the road network, while they travel at automobile<br />

speed and look out of car window. Even today, just such a mystery exists<br />

in prototype form: the game prototype The Journey, which links a GIS<br />

module to a narrative engine (Gustafsson et al. 2006).<br />

In all the ways that we play while driving, riding the train, or talking to others on our<br />

mobile phones, mobility is the play-ground of delightful discovery. Maybe it is because<br />

of this that Urry realizes, without explicitly mentioning Foucault, that the ship is the<br />

most remarkable mechanism (and metaphor) for mobility, travel, and possibly, travel<br />

encounters: “Mobilities that pass over the edges of society, through and into the “other””<br />

(2000:48). The nature of mobility, we see, is heterotopian; whereas in the Baroque<br />

era, architecture, theater, dance, and music deceived eye and ears by “moving” the<br />

senses with the help of illusions (Oechslin 2007) (see the Trompe l’œil entry in this<br />

inventory), the fl uids of the 21st century are made up of “the remarkably uneven and<br />

fragmented fl ows of people, information, objects, money, images, and risks across<br />

regions in strikingly faster and unpredictable shapes” (ibid.).<br />

These fl ows, then, allow for the creation of fl ow games – games that take advantage of<br />

existing fl ows or create new ones. In a time when physical mobility based on vehicles is<br />

becoming more expensive due to rising energy prices (or, seen another way, reduced<br />

resources), other mobility vehicles will have to enable intellectual, mental, emotional,<br />

communicative, and, naturally, ludic mobility.<br />

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32. World<br />

In the 1960s, architect R. Buckminster Fuller proposed the World Game (WG), a<br />

conceptual design-scientifi c approach to creating an Integrative Resource Utilization<br />

Planning Tool on a grand scale. With it, Fuller eventually hoped to “fi nd the specifi c<br />

means of making fi ve billion humans a total economic and physical success at the<br />

earliest possible moment without anyone being advantaged at the expense of another”<br />

(Fuller 1971:2). Fuller called his vision a game in order to underline the fact that it would<br />

be accessible to everyone because it would be unburdened by the political ideology<br />

and economic interests of an elite class. His ultimate goal was to achieve world peace<br />

by providing the highest standard of living to everyone on the planet, continually and<br />

sustainably (1971:89).<br />

Fuller suggested that the WG be the focus of the US pavilion at the EXPO 1967 fair,<br />

where it would be housed in a Fuller-typical geodesic dome with a diameter of almost 80<br />

meters. As in many military gaming systems, which Fuller had experienced personally<br />

(1971:4), a giant Map of the world located inside the dome would be connected to a<br />

computing system with a comprehensive database storing and processing knowledge<br />

about abundant and scarce world resources, needs, and problems gathered from<br />

satellites and other sources. Possible WG objectives included:<br />

● Communication: “Availability to all mankind of means to communicate<br />

with anyone wishing to be communicated with at the highest rate of<br />

economy and effi ciency” (1971:112).<br />

● Education: “Make available the best comprehensive education in<br />

all spheres of life for all mankind; and to anyone who wishes to learn<br />

anything, everything pertaining to his special interest” (1971:113).


● Energy: “Make available enough energy for the healthful internal and<br />

external metabolic functionings and satisfaction of Spaceship Earth and<br />

all mankind living and to be living at the highest rate of economy and<br />

effi ciency” (1971:113f.).<br />

Neither the EXPO version of the WG nor any other facility-related version of the WG<br />

was ever realized, but many World Game workshops have been conducted ever since<br />

to help set Fuller’s Spaceship Earth metaphor on course. Indeed, Fuller never intended<br />

the WG to be just a temporarily employed problem-solving tool in the style of planning<br />

or strategy games. Rather, he envisioned realizing a permanent real-time computing<br />

system based on noble and, in his time, not-yet-feasible goals. To some extent, the<br />

Internet today has grown into what Fuller envisioned many decades ago: a worldwide,<br />

real-time <strong>Technology</strong> network that “makes the world work, making mankind a success,<br />

in the most effi cient and expeditious ways possible” (1971:95). Fuller’s WG may have<br />

inspired cybernetics experts Stafford Beer and Fernando Flores, who in 1972 in<br />

Santiago, Chile, designed a computer-rich control room to assist president Salvador<br />

Allende in determining and steering the socialist economy of his country (Himmelsbach<br />

2007:412).<br />

The ludic space of the WG, we see, is not just Spaceship Earth (the title of a book<br />

Fuller authored) or its computer simulation. It is both. Therefore, it is legitimate to<br />

think of the WG as the ultimate, largest possible play-ground in the age of pervasive<br />

computing – a play-ground of Possible Worlds where all play types are legitimate,<br />

even if subordinated to the great systemic goal, and where the pleasure consists of<br />

collective and constant problem-solving and achieving.<br />

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318<br />

33. Outer Space<br />

In Spacewar!, one of the fi rst digital games, developed in 1961 by MIT students on<br />

a DEC PDP-1 computer, a circular, dark Type 30 Precision cathode ray tube with a<br />

dotted, yet accurately modeled night sky serves as the setting for an outer space battle<br />

and as a major inspiration for many digital games to follow.<br />

Outer space is the play-ground of many infi nites:<br />

● It is the location of infi nity and its allegory (in itself allegorized when<br />

compressed into a game); outer space programs six degrees of freedom.<br />

● Typologically, this space does not need many visual elements to be<br />

universally understood.<br />

● Potentially, zero gravity and the sheer size of outer space allow for infi nite<br />

Mobility.<br />

● The core function of outer space in games is to provide an open space<br />

with some hindrances that must be overcome, such as meteoroids and<br />

an infi nity of potential enemy or benign species – an infi nite dystopia.<br />

● The movement enabled by the heterotopian space ship that goes to<br />

places where no one has ever been before.<br />

The play-ground of outer space embraces and embodies all other play-grounds,<br />

possible and impossible worlds that we are not yet capable of comprehending. It also<br />

implies an inner space and as a result, is implicitly connected to all other Play-grounds.


34. <strong>Technology</strong><br />

We know that there is a particular affi nity between games and computing technology<br />

that has led us to state that all gamespaces represent, at least conceptually, rule-bound<br />

digital spaces in which confl ictive, goal-oriented player interaction takes place. We have<br />

briefl y discussed the enjoyable qualities of technology, fi nding that play interrelates with<br />

the technology through which it is expressed, and we have regarded game technology<br />

as a vehicle of architectural experimentation. The latter view is obviously accompanied<br />

by the fi nding that “entertainment is a key driver for development of technology“ (Cheok<br />

et al. 2007:128). But what is the play-ground of technology? How is technology ludically<br />

spatialized? Let us look at three exemplary perspectives, which also help to clarify<br />

notions of technology and how they affect the way a ludic architecture unfolds.<br />

In the previously mentioned tourist game prototype Spirits of Split (SoS), supervised<br />

by the author and co-developed during a 2004 game design summer school class<br />

conducted on site in Split, Croatia (cf. Walz 2006a), “low” technology was used to create<br />

a gamespace for the player. In the game, the tourist player only stays an average of<br />

two hours in Split’s ancient city center, a former Roman palace. Because temperatures<br />

easily reach 40°C during the high season, the site is crowded and narrow. In SoS,<br />

actors wearing historical dresses are therefore distributed in the play area at easy-toreach<br />

plazas, where they hand out cubes that represent their historical eras. Tourists<br />

can collect six different cubes, which they then place in a box that they can keep as a<br />

souvenir. City center, cubes, and costumed actors (singing or performing historically<br />

accurate songs) all provide lightweight and technologically unobtrusive entertainment<br />

appropriate for a laid-back Mediterranean environment.<br />

The “high” technology – i.e. technology-centered – perspective represented by<br />

Benford/Magerkurth/Ljungstrand (2007:248) cites pervasive games such as Can You<br />

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See Me Now? (2001) as examples of hybrid environments built upon a blend of recent<br />

technologies, combining the location-based and, typically, public nature of gameplay.<br />

In the example game, CYSMN?, up to 20 online players are chased through a virtual<br />

3D city by up to four players who move on the actual streets of that city, running to<br />

capture the online players in the virtual representation of the city. The physical runners<br />

are equipped with GPS and GPRS enabled handheld computers that show all player<br />

positions on a digital map application. Online players (who move at a fi xed maximum<br />

speed) can send text messages to other online players as well as to the runners; runners<br />

communicate with each other over a walkie-talkie channel, verbally and contextually<br />

transmitting their current urban status, which is then broadcast online. This audio stream<br />

“defi nes the game; because they are privy to the runners’ talk, online players are quite<br />

adept at avoiding their pursuers, effortlessly leading them up and down hills or through<br />

crowded public spaces“ (Benford 2007:258). The gameplace – i.e. the area where the<br />

game is physically played, where it takes place – of CYSMN? is both the actual city<br />

and the places where online players play; in other words, it is distributed across a<br />

network. The gamespace of the game – i.e. the space wherein the game takes place –<br />

is primarily virtual for the online players and physical for the runners. Yet each group is<br />

provided with information from the other realm, making the experience for the chasers<br />

physical-virtual and that of the online players virtual-physical. Together, the game group<br />

experience – and the gamespace it creates – is hybrid, and only made possible because<br />

of technology. Similarly, noted game designer and theorist Jane McGonigal, argues that<br />

CYSMN?’s gameplay renders the role of games in society as a form of “colonization“<br />

(McGonigal 2007:233) of players, objects, and environments in the name of ubiquitous<br />

computing.<br />

An appropriative, game-centric perspective on the spatialization of technology can be<br />

traced with the help of game designer Gregory Trefry, who asserts that the core challenge<br />

for ubiquitous game designers is “to fi nd the right technology to fi t the game“ (Trefry


2007). Trefry leads us to understand that it is not necessarily a certain technology that<br />

makes a good, i.e. well-designed and playable game, but that a certain type of game<br />

affords an appropriate technological solution.<br />

We can call the aforementioned technology affordance the technological decorum of the<br />

technological play-ground. In the case of pervasive games, this affordance shifts away<br />

from the application domain of pervasive games looking to superimpose physicality with<br />

aforementioned “computing functionality“ (Magerkurth and Röcker 2007:6). Instead,<br />

this affordance implicitly considers all technology – old, new, or experimental – as a<br />

means to create a certain kind of gameplay experience: “Many games fi nd interesting<br />

ways to repurpose existing technology and infrastructure“ (Trefry 2007).<br />

In Payphone Warriors for example (a game co-designed by Trefry in 2006 for the<br />

New York City based Come Out and Play Festival of ubiquitous games – cf. www.<br />

comeoutandplay.org/blog), the initial design goal of the game was to create an onsite<br />

experience during which teams of players could try to claim territory in a physical<br />

city. Trefry and his co-designers ended up settling for an interesting and appropriate<br />

technological solution that catered to the game’s high concept: because GPS receivers<br />

proved to be too costly and too imprecise in the urban canyon of Manhattan, payphones,<br />

which feature a unique caller ID and have a fi xed location, were chosen instead to<br />

serve as checkpoints in the game. Players in teams of four claimed a checkpoint by<br />

dialing the game server from the payphone and punching in their team’s number. The<br />

goal of the game was to control as many payphones as possible during the 30 minutes<br />

of the gameplay session by making calls, listening to the pre-programmed audio<br />

feedbacks, and moving around in the game area outlined by the layout and position<br />

of the payphones (see http://payphonewarriors.com and Trefry (2007)). Figure 59<br />

shows the map of the game played during the Come Out and Play Festival along with<br />

its rules.<br />

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Figure 59<br />

A game demonstrating technological<br />

decorum: Payphone Warrior.<br />

Reproduced by permission from<br />

Gregory Trefry.<br />

HQ<br />

1<br />

6 7 8<br />

20<br />

2 3<br />

4<br />

5<br />

Whereas in CYSMN? and other games that take advantage of ubiquitous computing<br />

research, technologies are often used to demo technological novelty, Payphone<br />

Warriors takes a somewhat different approach. The game not only takes advantage<br />

of a somewhat outdated, yet pre-existing technology and, more importantly, a<br />

functioning hard- and software infrastructure that caters to the game’s design task<br />

and thereby reminds the player of the existence of a seemingly outdated means of<br />

telecommunication. The game also makes a case for low-technology being capable of<br />

solving a typical ubiquitous game problem – that of exact positioning, territorial control,<br />

and atmospheric orchestration. In Payphone Warriors, the core technology of the game<br />

fulfi lls several functions:<br />

● A spatio-contextual function: Plotted onto a top down map of midtown<br />

Manhattan, the payphones serve as vertices of the gamespace. At the<br />

same time, the payphones are part of a seemingly antiquated, yet ever<br />

present networked and urban system that is brought back into the player’s<br />

spatial perception via the game.<br />

9<br />

10<br />

11 12 13<br />

14 15<br />

18<br />

16<br />

17<br />

25<br />

19<br />

21 22 23<br />

24<br />

Payphone Warriors<br />

Control the payphones & control the city.<br />

A game of territory control using the<br />

forgotten payphones of New York City.<br />

Simply make a call from a payphone & enter your<br />

team number to capture a phone. For each minute<br />

your team controls that phone the team scores 1<br />

point. Grab more phones for more points.<br />

Call 212-812-XXXX<br />

1. Payphones produce points. Every minute a payphone produces one<br />

point; if a team controls a payphone, then the point goes into the team's<br />

point pool.<br />

2. A player captures a payphone by calling HQ & entering her team #.<br />

3. After capturing a phone a player may guard the payphone so rival<br />

players cannot call from it. However, guarding players can be chased<br />

away away if a greater number of rival team members arrive.<br />

4. If two players arrive at a phone at the same time, the player to touch the<br />

phone bank first wins the right to make the first call.<br />

5. Quarters are a scarce resource. Each player is alotted only 10 quarters.<br />

Quarters can be distributed amongst players however the team likes.<br />

6. The team with the most points at the end of the game wins.<br />

Payphone Warriors For more info visit www.payphonewarriors.com


● An enabling function: The payphones, without even being a novel<br />

ubiquitous technology, create a hybrid gamespace by combining physical<br />

location and virtual phone network in one ubiquitous gaming experience.<br />

The example of Payphone Warriors demonstrates that there is no need to<br />

use ubiquitous or cutting edge technology to create a ubiquitous, accurate<br />

location tracking game system.<br />

● A task function: In Payphone Warriors, the goal of the game is to<br />

claim (and control) payphones by making a call from a payphone booth.<br />

Ultimately, without the payphone, the game would lack a goal.<br />

● A procedural function: The game includes a number of sub-procedures<br />

centered around the central Capture the Flag-like procedure of controlling<br />

the payphones. The payphones, then, not only act as positioning entities<br />

and gamespace outliners, but also as tasks and resources.<br />

● A social interaction programming function: Payphone Warriors has<br />

players compete over payphones in real time. This builds physical sportslike<br />

action and a high competition model of confl ict into the game because<br />

players are trying to literally hold on to their payphone banks.<br />

Payphone Warriors demonstrates more than just how ubiquitous games set up, control,<br />

and infl uence a (collaborative) ludic architecture mainly by technological means. The<br />

game also shows how a wisely chosen technology makes a game on almost every<br />

level, leading to a high degree of technology decorum and letting players re-discover<br />

abandoned urban space. SoS, on the other hand, suggests that technology should only<br />

be considered in light of the given circumstances, and that technology does not always<br />

imply computerization.<br />

In REXplorer, the technology most visible to the player is the game controller. The<br />

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324<br />

form and functionality of the detector and keypad – i.e. game controller – went through<br />

many iterations before reaching its fi nal design so that technology decorum was<br />

guaranteed. Figure 60 shows a number of detector prototypes. In a design studio class<br />

supervised by the author, a small group of students co-created the detector, seeking<br />

input from industrial design professionals as well as from a manufacturer specializing in<br />

lightweight metal bending and laser cutting. In addition to decorum aspects, there were<br />

many considerations that needed to be addressed in the design itself. For example, the<br />

design needed to:<br />

● house the phone and GPS receiver together in a tamper-proof, protective<br />

shell;<br />

● support the atmosphere of the game by providing a look that fi t the story<br />

description of a scientifi c detector and a feel that mimicked a technomagic<br />

wand ready for spell-casting;<br />

● provide a skin for the phone keypad to provide a customized game<br />

interface;<br />

● amplify the phone’s default audio volume to compensate for the outdoor<br />

situation65 ;<br />

● allow for quick recharging of devices.<br />

65 Note: For security reasons, we opted against headphones. A mono headphone was also excluded because of<br />

the additional cables that the tourist information staff would have had to look after.


Figure 60<br />

Prototype stages of the REXplorer game controller.<br />

During the prototyping phases, different materials were tested. Plastic was the fi rst<br />

choice, but it proved not to be robust enough. A thin aluminum skeleton was used in the<br />

fi nal design, wrapped with a soft and stretchable textile into which the keypad layout<br />

was laser-printed in a series of 30 pieces. Professional production of this small series,<br />

as seen in the Figure, proved to be feasible, yet costly. The fi nal design result fulfi lled<br />

the requirements and was warmly received by players in the playtesting.<br />

The use of technology (or a technological interface) as a play-ground or in service<br />

of another play-ground implies that design documentation should be written with the<br />

technology in mind. For example, in REXplorer, formal player interface state charts<br />

were important for defi ning exactly what text needed to be written for each character<br />

that the player could encounter. By formally fl ushing out the design, we were able<br />

to ensure that we had accounted for every possible game state and error condition<br />

before the narrative script was written and recorded. Most importantly, the state charts<br />

also served as design documents for the software implementation of the game engine.<br />

Figure 61 depicts an exemplary fi nite state machine showing the reaction to a spell cast<br />

by the player.<br />

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326<br />

In cell<br />

Recognizing<br />

gesture<br />

Is incoming quest<br />

accepted?<br />

no<br />

Is there a<br />

possiblity to close<br />

a quest?<br />

no<br />

Are all outgoing<br />

quests completed?<br />

no<br />

Is outgoing quest<br />

accepted?<br />

no<br />

Leave<br />

hotzone<br />

Is quest list full?<br />

yes<br />

yes<br />

yes<br />

no<br />

yes<br />

no<br />

Walking<br />

around<br />

Invalid Gesture<br />

Quest completed<br />

Is there a possiblity<br />

to close a quest?<br />

Is outgoing quest<br />

completed?<br />

yes<br />

no<br />

Quest offer<br />

Non-Quest<br />

Gesture<br />

yes<br />

Please try again<br />

Character not<br />

responding<br />

Request for more<br />

uncompleted<br />

quests<br />

Request for<br />

uncompleted<br />

quests<br />

Quest already<br />

completed<br />

Quest incomplete<br />

List full<br />

Quest<br />

offered<br />

In cell<br />

(repeated<br />

from top)<br />

Figure 61<br />

Finite state machine showing the reaction to a gesture in the REXplorer game. Other state charts<br />

were created, for example for in-cell states and other game states. The colors determine whether<br />

the spoken text stems from the character or the detector.


<strong>Technology</strong>, when permeating our lives, can affect and ultimately control all other playgrounds<br />

in order to create forms of ludic architecture. For example, technology simplifi es<br />

the generation of Possible Worlds and Impossible Worlds, equips the Body for novel<br />

types of play, and lets us control natural space for ludic activity. <strong>Technology</strong> automates<br />

Tessellation and organizes a game Board. <strong>Technology</strong> shapes and enhances Caves<br />

as well as Labyrinths (and mazes). It enables us to design and map playful Terrains<br />

as well as enhancing our Playgrounds. It turns our Campuses into exciting adolescent<br />

play-grounds, and much, much more. <strong>Technology</strong> is not only a tool or a medium of play,<br />

games, and their space today; it is, increasingly, a conditio sine qua non that must exert<br />

control to empower the pleasure-seeking player.<br />

35. Ambiguity<br />

What if it is unclear where, when, how, or with whom to play if the locative and possibly<br />

other dimensions of ludic space are ambiguous66 – if, in other words, we cannot make<br />

out a play-ground? How can such a play-un-ground be, which spatially links nowhere<br />

and is not linked to from anywhere else? In our pool of possible architectural formats<br />

that embody ludic qualities, this last entry addresses what can be called the “disclosure<br />

problem.”<br />

In fact, game design researcher Markus Montola argues that pervasive games such<br />

as REXplorer exhibit an “ambiguity of expanding beyond the basic boundaries of the<br />

contractual magic circle” (Montola 2005:1). Montola further argues that games that have<br />

been grouped under the concept of pervasive games “do not have a single common<br />

denominator making them pervasive, though each of them has salient design features<br />

66 As a side note, it is amusing to consider how in this context, the term “utopia” – as in, “a non-place” – takes<br />

on a new meaning.<br />

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328<br />

systematically working their way out of the magic circle of play” (2005:1). Montola holds<br />

that pervasive games consciously take advantage of the expansion mentioned above,<br />

and that it is the resulting “uncertainty” (ibid.) that is the defi ning signature trademark<br />

of the pervasive game. According to Montola, a pervasive game can thus be defi ned<br />

as “a game that has salient features that expand the contractual magic circle of play<br />

socially, spatially or temporally” (Montola 2005:3). Montola also underlines that none<br />

of the mentioned expansions necessarily affords technology, but that they can appear<br />

in mixed form to produce genuine experiences. As we have seen in the preceding<br />

section, technology can appear in many forms ranging from low to high.<br />

Staffan Björk, one of the designers/researchers behind the pioneering pervasive game<br />

Pirates! 67 (Björk and Ljungstrand 2007:256f.), supports Montola’s view and suggests<br />

expanding his three-layered ambiguity-based defi nition. According to Björk, the<br />

pervasiveness of a game can manifest itself not only through spatial, temporal, and<br />

social ambiguity, but also in the form of interface-related interaction ambiguity (Björk<br />

2007:277f.).<br />

However plausible the argument is, note that Montola does not differentiate between the<br />

terms “uncertainty” and “ambiguity,” but rather uses them interchangeably (in contrast<br />

to Montola, Björk uses the term “ambiguity” only, but remains unspecifi c as to what<br />

it exactly means). In our context, the meaning of (and difference between) the terms<br />

ambiguity and uncertainty seems to be rather ambiguous or uncertain itself. Therefore,<br />

67 Pirates! was developed in 2000 at the PLAYstudio of the Interactive Institute together with researchers from<br />

Nokia Research <strong>Center</strong> Tampere. In Pirates!, players roleplay ship captains in physical space who “sail” (virtual)<br />

seas by moving about in physical space with a handheld computer (their “ship”), seeking (virtual) islands, collecting<br />

resources, fi ghting monsters, and completing game quests and quest tasks. The gameplace of Pirates! must<br />

be equipped with WLAN, which the ship client uses to communicate with the game server, and a short range<br />

radio system. Stand-alone radio beacons in the gameplace represent the islands to which the players are sailing<br />

as well as serving to detect player proximity. Senders attached to the handheld computers allow the system to<br />

detect players in range of one another. Thus “what makes Pirates! different from ordinary computer games is that<br />

the movement within the game is prompted by the player’s movement in the real world” (Björk and Ljungstrand<br />

2007:256).


let us seek to make the ambiguity play-ground more precise in order to frame the ludic<br />

architecture that it engenders.<br />

Strictly and economically speaking, game(spaces) of uncertainty are situations in<br />

which a player is unable to securely forecast future states of a game she’s playing, i.e.<br />

the player must make incalculable decisions: kinesis under uncertainty. As opposed<br />

to a risky game such as a state lottery, in which at least the odds are calculable, in a<br />

game of uncertainty, the player – who acts as the decision-maker – only knows the<br />

relevant states that depend on her choice(s) in the game and may potentially occur.<br />

Still, the player cannot judge the likelihood that these states become reality. In a state<br />

lottery game, by contrast, the player knows or, with a little effort, can easily calculate<br />

the probability distributions. This somewhat rational perspective on gameplay has been<br />

further mathematized by John von Neumann and Oskar Morgenstern (1944), whose<br />

monumental treatise propelled the Theory of Games and Economic Behavior into the<br />

mainstream of economic thought and well beyond. Von Neumann and Morgenstern<br />

also helped to establish the theory of games as a sub-discipline of decision theory,<br />

which incorporates “theories of preference, utility and value, subjective probability and<br />

ambiguity, decision under risk or uncertainty, Bayesian decision analysis, probabilistic<br />

choice, social choice, and elections” (Fishburn 1991:27). As the quote shows, decision<br />

theory is of particular interest to those aiming to refi ne Montola’s interchanging of<br />

ambiguity and uncertainty.<br />

Decision theory distinguishes three key decision-making situations that help us to<br />

explain, analyze, and model decision-making:<br />

1. Risk situations: Situations in which the decision-maker knows potential<br />

outcomes as well as their odds, i.e. their probability distributions (Knight<br />

1921). Example: A player participates in a state lottery game, which has<br />

calculable odds.<br />

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330<br />

2. Uncertainty situations: Situations in which the decision-maker knows<br />

potential outcomes, but there are no odds available (Tversky and<br />

Wakker 1995:1270). In uncertainty, according to Knight (1921), the<br />

player has imprecise information.<br />

3. Ambiguity situations: A class of choice-situations where outcomes<br />

are ambiguous because the odds are ambiguous (Ellsberg 1961).<br />

Daniel Ellsberg had shown experimentally that when gambling, many<br />

people sometimes prefer to bet on known rather than unknown or<br />

vague probabilities, thereby violating the expected utility prediction put<br />

forth by Savage (1954) and serving as proof of the phenomenon of<br />

ambiguity aversion. Much later, C.R. Fox and Amos Tversky (1995)<br />

showed that ambiguity aversion occurs only when the choice set allows<br />

the actor to compare the ambiguous proposition with another, less<br />

vague proposition. In other words, ambiguity aversion depends both<br />

on the source of uncertainty and on the degree of uncertainty (Tversky<br />

and Wakker 1995:1255). In addition, it has been shown that a subject’s<br />

measured ambiguity aversion is related to his or her psychological<br />

tolerance for ambiguity, i.e. the less tolerant a player is of ambiguity,<br />

the more the player prefers to know the odds (Sherman 1974:169). As<br />

opposed to uncertainty, which is not necessarily avoidable, ambiguity –<br />

a synonym for vagueness – is always avoidable.<br />

The preceding list implies that at least the fi rst two decision-making situations can<br />

be derived from the relationship between decision and outcome / odds. By creating<br />

a matrix (see Table 10), we can, however, derive even more decision-making protosituations.<br />

These are listed below and tentatively named for the sake of completeness,<br />

but are not further discussed:


4. Possibility situations: Situations in which the decision-maker does<br />

not know the exact nature of potential outcomes, but knows the odds<br />

of those outcomes.<br />

5. Zero feedback situations: Situations in which the decision-maker knows<br />

neither the outcomes nor the odds of those outcomes materializing.<br />

Ignoring, for a moment, situation number three (i.e. ambiguity situation), we can think<br />

of another outcome–probability relationship that is not subject to degrees of insecurity:<br />

DECISION<br />

EXPECTED<br />

OUTCOMES<br />

6. Certainty situations: Situations in which outcomes and associated<br />

odds are completely predetermined (Fishburn 1991).<br />

3. Ambiguity<br />

PROBABILITIES ASSOCIATED<br />

WITH OUTCOMES<br />

Known Unknown<br />

Known 1. Risk 2. Uncertainty<br />

Unknown 4. Possibility 5. Zero feedback<br />

Table 10<br />

An overview of relationships between decision and outcome / odds.<br />

As can be seen, in each of the categories 1 to 5, probability plays a defi ning and<br />

standard role in insecure decision-making processes and has thus been chosen for the<br />

sake of argumentative clarity. Still, the question remains of whether or not probability<br />

could be replaced by an alternative in decision theory.<br />

In the fi eld of game studies, uncertainty is an agreed-on term used to express a feature<br />

designed into games in which chance is central to play. Caillois, for example, classifi es<br />

chance-based play alea as one fundamental category of ludic activity – i.e. “all games<br />

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PLAY-GROUNDS<br />

332<br />

that are based on a decision independent of the player, an outcome over which he<br />

has no control, and in which winning is the result of fate rather than triumphing over<br />

an adversary” (Caillois 1962:17). From Callois’ category, it generally follows that<br />

uncertainty is the result of chance, and that chance can be a game’s main feature –<br />

a feature that some games have in common and that allows for these games to be<br />

grouped and categorized.<br />

Notice how in the quotation cited above, Caillois considers chance to be a gameplay<br />

progression factor that is entirely player-independent, ascribing a passive, control-less<br />

role to the player, who needs no further resources or skills in order to play. Salen and<br />

Zimmerman disagree with this depiction of games of pure chance, pointing out that<br />

Caillois may accurately describe the emotions of some players while playing a game<br />

of chance, but that “even in a game of pure chance, a well-designed game continually<br />

offers players moments of choice. Meaningful play requires that at some level a player<br />

(...) is making choices with meaningful outcomes“ (Salen and Zimmerman 2004:179).<br />

Merely casting dice and waiting, trembling, to see the result, as Caillois has observed,<br />

does not result in meaningful play. If the outcome of a game has been predefi ned, no<br />

meaningful play will arise for the player.<br />

Salen and Zimmerman hence argue that games of pure uncertainty – that is, games<br />

whose outcomes are completely unknown to the player and in which no player choice<br />

exists at all – are neither widespread nor much fun to play.<br />

In our second example of how the word uncertainty is used in game studies, Salen and<br />

Zimmerman, although rejecting games of pure chance as quasi unplayable, argue that<br />

“uncertainty is a central feature of every game” (2004:174), thereby claiming that there<br />

is an intrinsic bond between uncertainty and the authors’ concept of meaningful play. In<br />

their schema, which highlights games as systems of uncertainty, Salen and Zimmerman<br />

break down the relationship between a game decision and a game outcome into three


degrees of uncertainty, i.e. types of mathematical probability. This model differs slightly<br />

from the decision theory-based model that was introduced earlier:<br />

● a certain outcome is entirely predetermined;<br />

● a risk is an outcome with a known probability of taking place;<br />

● an uncertain outcome is entirely unknown to the player (2004:189).<br />

Salen and Zimmerman argue that in all games, even games of skill, the overall outcome<br />

of a well-designed game is uncertain for the player; on a macro-level, all games possess<br />

uncertainty (2004:174).<br />

How the player ultimately experiences uncertainty, however, may not necessarily<br />

correspond to the amount of mathematical chance designed into the game: “Uncertainty<br />

is in the eye of the beholder, or perhaps, in the play of the player“ (2004:187). For<br />

example, assume a single standard six-sided die, with each side of the die showing<br />

one number from one to six. When cast, the chance for each side to appear is 1/6, or<br />

16.67%. When all chances are added up – 6*16.67% – they total 1, or 100%. In Das<br />

grosse Buch der Würfelspiel (Knizia 2000), game designer (and mathematician) Reiner<br />

Knizia calls the numbers one to six the elementary outcomes, which are, as can be<br />

seen, not only equally likely to appear, but which also represent the possible set of<br />

basic outcomes that a player’s cast can produce (2000:51).<br />

Let us imagine a simple dice game that requires a single die, in which the player wins<br />

when he throws a six. The probability of throwing a six is always, for every cast, 1/6. The<br />

player can calculate this risk and thus choose to play a risk game when, for example,<br />

she bets on the next throw. The chance to succeed and thus win the bet is 1/6, while<br />

the risk of losing the bet is 5/6. However, psychologically, this kind of game can quickly<br />

take on a higher degree of felt uncertainty if, for example, the player hasn’t cast a six<br />

in many throws, or if other players are gambling for the accumulated bet, or against the<br />

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PLAY-GROUNDS<br />

334<br />

bank, or both. In games that feature probability elements, the player interacts with the<br />

game system, while the system – although quite formal and somewhat predictable –<br />

together with the player forms a unique and highly situational gameplay loop that grows<br />

in complexity the more players or the more dice are involved.<br />

As has been demonstrated using examples from both decision theory and chance<br />

gaming, the play-ground of ambiguity can be made more precise and further broken<br />

down. Pervasive games may blur the locative dimension of gamespace, thereby<br />

introducing player uncertainty concerning the site of gameplay. Yet because of its<br />

game-nature, the play-ground of that game will be, naturally, subject to uncertainty in<br />

terms of outcome quantifi cation.<br />

In conclusion, the play-ground of ambiguity is realized whenever a game is at play;<br />

and whenever players play freely, they cannot be certain of where play may take them.<br />

In the end, and considering the described differentiation of uncertainty, ambiguity and<br />

risk, we have come full circle back to Brian Sutton-Smith’s ambiguity of play (1997),<br />

and fi nd that play is not only subject to contextual and rhetorical uses all across the<br />

sciences, but also that play and games are spatially framed.


GAME OVER! INSERT COIN.<br />

“The real key to the architecture of gamespace,<br />

like any other architecture, is the entrance and the exit” (Wigley 2007:486).<br />

1. Summary<br />

In this book, we have set out to architecturally frame play and games, both analytically<br />

and, where appropriate, designerly. We have structured the treatise according to three<br />

main sections, all of which contribute to our task of introducing the notion of a ludic<br />

architecture.<br />

In the fi rst section, we investigated the conceptual dimensions of the space of play,<br />

differentiating between an ambiguity dimension, a player dimension, a modality<br />

dimension, a kinetic dimension, an enjoyment dimension, and, fi nally, a culture and<br />

context dimension. The major fi nding and contribution of this section consists in a novel<br />

approach towards play that couples play with architectural thinking and practice. A<br />

second contribution is the introduction of F. J. J. Buytendijk’s work to the game studies<br />

and the architectural community.<br />

In the second section, we reviewed and updated existing notions of space and<br />

spatiality in digital games based on recent game and game design research, as well<br />

as on architectural research, with the goal of mapping a conceptual gamespace. In<br />

the concluding sub-section, we sketched out an analysis framework for investigating<br />

the spatiality of games. In this framework, we related dimensions of playspace to<br />

dimensions of gamespace; the resulting matrix can be considered the main fi nding of<br />

this section.<br />

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GAME OVER!<br />

336<br />

In the third section, we applied our framework where appropriate in our critical and<br />

essayistic discussion of “play-grounds,” i.e. prototypical and historically persistent<br />

spatial topoi of play and gameplay. The major contribution of this section consists of<br />

the enumeration of these play-grounds and their conceptual linking.<br />

2. Final Remarks<br />

Games and play are here to stay. With technological developments, games and play<br />

will further evolve, and so will the gamespaces they produce and augment. Ultimately,<br />

some of us will live fully immersed in ludic machines – hybrid environments made<br />

to be played in, similar to Le Corbusier’s vision of houses as machines to live in (Le<br />

Corbusier 1928/2008:170). The question is: Will we play to dream or play to work?<br />

Alexander/Ishikawa/Silverstein (1977:Pattern 58), writing on entertainment, suggest<br />

that in a world where rites of passage have diminished and where circuses and carnivals<br />

have died out, there is an even stronger desire to live out dreams. Architects and city<br />

planners, then, are supposed to accommodate this desire and build dreams straight<br />

into the city in the form, for example, of an amusement park, where competitions,<br />

dance, music, tombolas, street theater, and one’s own non-everydayness can take<br />

place. In many ways, digital games in all modalities are a realization of these dreams.<br />

The crazy games that Alexander et al. want to see … well, put simply, they are already<br />

here.<br />

But as dream worlds, games have a societal function. “Dream worlds are a refl ection of<br />

our society, its desires and fantasies. As such they are not utopias, but play their part<br />

in the search for meaning” (Herwig and Holzherr 2006:17). What makes off-the-shelf<br />

sandbox games such as Grand Theft Auto IV (2008) so appealing for the masses?


Commercial digital games seek to sell optimized dreams, which, to borrow from another<br />

context, “represent an ideal order. Reality is spontaneous, chaotic, and parallel; dream<br />

worlds are, by contrast, controlled and sequential, a precisely planned route without<br />

detours or shortcuts, so the visitors can be sure of replicating that same experience<br />

as often as they like, in the spirit of the notion that happiness is nothing other than the<br />

desire for repetition. Satisfaction guaranteed” (Herwig and Holzherr 2006:17). In the<br />

case of GTA IV, this optimized dream takes place in Liberty City, the fully traversable<br />

re-design of New York City – an Amusement Park-like shadow of the urbanity and an<br />

ironic and quite delirious interpretation at once.<br />

If we assume that games as dream worlds have the potential to stabilize society<br />

because, as Crawford has put it, they frame “a safe way to experience reality” (whether<br />

or not reality is seen as too chaotic or too controlled), what will be the stabilizing factor<br />

if games become 100% pervasive? What will happen if we meet Super Mario in real<br />

life? How will we dream within an everlasting dream? Or if the political goal of pervasive<br />

games is to destabilize or at least transform, then what kind of society do we want?<br />

What are our options? The “complete environment” of a New Babylon, as Constant<br />

would have described it? The ones who criticize control, but propose control as a<br />

solution will either govern a post-revolutionary world or maybe be the fi rst ones eaten<br />

by their own revolution.<br />

Just as utopias always tell their own story as well as the story of a counter-concept<br />

of the space and times during which they were created, the fantasies that play out in<br />

games tell us something about the world in which we play our game fantasies.<br />

Back when digital gaming fi rst hit the mass market in the 1970s, movies such as Star<br />

Wars, the Star Trek TV series and movies as well as games such as Space Invaders,<br />

Defender, or Asteroids fi red our imagination with “the infi niteness of space” (Schütte<br />

2000:9) – and every since, games from independent as well as from commercial<br />

developers continue to do so. The impact of games onto culture has also led to games<br />

GAME OVER!<br />

337


GAME OVER!<br />

338<br />

inspiring physical architecture. For example, London-based architectural practice FAT<br />

has conceived a community building and landscape for an economically underprivileged<br />

town on the outskirts of Rotterdam, Netherlands. Employing participatory as well as<br />

interventionist design tactics toward a suburban regeneration effort, FAT’s Heerlijkheid<br />

project in Hoogvliet displays bubbly, colorful and videogame-like elements such as a<br />

golden portico. The design not only explicitly resembles the Super Mario Bros. (1985)<br />

gameworld; it also refl ects the residents’ stories and dreams, thereby manufacturing a<br />

place in a double sense. Surely, Heerlijkheid is “an archetypal decorated shed, using<br />

sign-like popular imagery to communicate to its audience” (Long 2008). At the same<br />

time, attacking Modernist masterplan architecture, both the building and the landscape<br />

are emblematic of participative design as well as of videogame culture at least on the<br />

façade, the material and the topological level.<br />

What of the structural level? With Marcos Novak’s transArchitecture theory and related<br />

projects, we came to think of cyberspace and physical space as merging to create an<br />

architecture beyond architecture: “The signifi cance of this transition into, then through<br />

and eventually out of the looking-glass is the exploration of ideas and phenomena<br />

such as the fourth dimension will not remain limited to computer screens and headmounted<br />

displays but will occupy the actual spaces we inhabit” (Novak 1996). Now that<br />

pantopian games such as REXplorer exist, what will feed our fantasies when the fantasy<br />

can be anywhere? How technological will these fantasies be, and how technologized<br />

do they have to be, really? See Figure 62, which displays the low technology example<br />

of the bronze “Glockenhopse”, a popular nine-tone glockenspiel lowered into Berlin-<br />

Spandau’s market square. Will we use games to jazz architecture, as Ludger Hovestadt<br />

(2007) suggests? Will we construct greater Liberty Cities to spice up games – or reconstruct<br />

as well as augment the everyday with ephemeral, yet sustainable game rules<br />

and fi ctions to turn our networked, sensor- and actuator-rich urban environments into,<br />

potentially, neverending games or game-like experiences?


While “we are struggling to fully comprehend the possibilities of cross media experiences”<br />

(Davidson 2008:163), on the next level, where Game Design and Architectural Design<br />

truly merge, the questions become: who will be the architects of ubiquitous dreams,<br />

and what kind of ludic architectures will they build, for us to play?<br />

Figure 62<br />

Ludic architecture: Ground glockenspiel in Berlin-Spandau.<br />

GAME OVER!<br />

339


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340


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2. Games<br />

Abalone (1989), developed by Michel Lalet and Laurent Lévi, published by Abalone Games.<br />

America’s Army (2002), developed by America’s Army Applications Team / MOVES Institute, published by US Army and<br />

Ubisoft.<br />

Animal Crossing (2002), developed by Nintendo EAD, published by Nintendo.<br />

Asteroids (1979), developed and published by Atari.<br />

Bioplay5000 (2005), developed by Steffen P. Walz and CAAD MAS students, published by the ETH Zurich.<br />

BioShock (2007), developed by 2K Boston/2K Australia, 2K Marin, published by 2K Games.<br />

Can You See Me Now? (2001), developed and published by Blast Theory and Mixed Reality Laboratory, University of<br />

Nottingham.<br />

Carcassonne (2000), developed by Klaus-Jürgen Wrede, published by Hans im Glück.<br />

Civilization (1991), developed by MicroPose, published by MicroPose, Koei.<br />

(Colossal Cave) Adventure (1976/1977), developed by Will Crowther & Don Woods.<br />

Cruel 2 Be Kind (2006), developed and published by Jane McGonigal and Ian Bogost.<br />

Frogger (1981), developed by Konami, published by Sega.<br />

Das Spiel (1979), developed by Reinhold Wittig, published by Edition Perlhuhn. Published in English as The Game.<br />

Dead Rising (2006), developed and published by Capcom.<br />

Donkey Kong (1981), developed and published by Nintendo.<br />

Doom (1993), developed by id Software, published by id Software and GT Interactive.<br />

Dungeons & Dragons (1974), developed by Gary Gygax and Dave Arneson, published by Tactical Studies Rules.<br />

Echochrome (2008), developed by SCE Japan Studio, published by Sony Computer <strong>Entertainment</strong>.<br />

Grand Theft Auto IV (2008), developed by Rockstar North, published by Rockstar Games.<br />

ETHGame (2005), developed by the ETHGame design class, Steffen P. Walz and Odilo Schoch, published by the ETH<br />

Zurich.<br />

foursquare (2008), developed and published by Dennis Crowley and Naveen Selvadurai.<br />

Free Running (2007), developed by Reef <strong>Entertainment</strong>, published by Rebellion.


Future Force Company Commander (2006), developed by Zombie, produced by Science Applications International<br />

Corporation (SAIC).<br />

God of War (2005), developed by SCE Studios Santa Monica, published by Computer <strong>Entertainment</strong>.<br />

Guitar Hero (2005), developed by Harmonix Music Systems, Inc., published by RedOctane in partnership with Activision.<br />

ICO (2001), developed by Team Ico, published by Sony Computer <strong>Entertainment</strong>.<br />

Katamari Damacy (2004), developed and published by Namco.<br />

Killer (1981), developed and published by Steve Jackson Games.<br />

Kriegsspiel (1811), developed and published by Georg Leopold Baron of Reißwitz.<br />

M.A.D. Countdown (2002), developed by Steffen P. Walz, Thomas Seibert, Tim Ruetz and Mobile Application Design<br />

students, published by Zurich University for the Arts.<br />

Majestic (2001), developed by Anim-X, published by Electronic Arts.<br />

Mirror’s Edge (2008), developed by EA Digital Illusions CE, published by Electronic Arts.<br />

Ole Million Face (1920s), developed by Carey Orr, Chicago and published by Face Corporation. Also known as Changeable<br />

Charlie (Gaston Manufacturing).<br />

OXO (1952), developed by Alexander S. Douglas, published by University of Cambridge.<br />

Pac-Man (1980), developed by Namco, published by Namco and Midway.<br />

PacManhattan (2004), developed by Frank Lantz with students, published by Interactive Telecommunications Program,<br />

New York University.<br />

PainStation (2001), developed by Tilman Reiff and Volker Morawe, published by the Academy of Media Arts Cologne.<br />

Payphone Warriors (2006), developed by Abe Burmeister, Gregory Trefry, Cory Forsyth et al., published by Come Out<br />

and Play Festival.<br />

Pirates! (2000), developed and published by the PLAYstudio / Interactive Institute and Nokia Research <strong>Center</strong> Tampere.<br />

PONG (1972), developed by Allan Alcorn, published by Atari.<br />

PlayNET (1984), published by Quantum Link.<br />

Prince of Persia: Sands of Time series (2003-2005), developed by Ubisoft Montreal, published by Ubisoft.<br />

Rayman 2 (1999), developed and published by Ubisoft.<br />

REXplorer (2007), developed by Steffen P. Walz, Rafael Ballagas et al., published by REX Museum, Regensburg Tourist<br />

Offi ce, the ETH Zurich and RWTH Aachen University.<br />

BIBLIOGRAPHY<br />

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BIBLIOGRAPHY<br />

364<br />

Rock Band (2007), developed by Harmonix Music Systems, Inc., published by MTV Games.<br />

Scrabble (1948), originally created by Alfred Mosher Butts as Lexico in 1931, then trademarked as Scrabble by James<br />

Brunot in 1948; published by Hasbro / Mattel.<br />

Second Life (2003), developed and published by Linden Research, formerly Linden Labs.<br />

Settlers of Catan (1995), developed by Klaus Teuber, published by Kosmos.<br />

Shadow of the Colossus (2005), developed by Team Ico, published by Sony Computer <strong>Entertainment</strong>.<br />

SimCity (1989), developed by Will Wright, published by Maxis Software et al.<br />

Space Invaders (1978), developed by Taito Corporation, published by Midway.<br />

Spacewar! (1962), developed by Steve Russell and other students at the Massachusetts Institute of <strong>Technology</strong>.<br />

Spirits of Split (2004), developed by Convivio student team and Steffen P. Walz, published by Convivio Summer School<br />

/ Arts Academy of Split.<br />

Spore (2008), developed by Maxis, published by Electronic Arts.<br />

Super Mario Bros. (1985), developed by Nintendo EAD, published by Nintendo.<br />

Telespiele (1977-1981), developed by Holm Dressler, Wolfgang Penk, Thomas Gottschalk et al., broadcast by S3, ZDF<br />

& ARD, and produced by SWF.<br />

Tempest (1981), developed and published by Atari.<br />

Tetris (1985), developed by Alexey Pajitnov and Vadim Gerasimov, published by Various.<br />

THE aMAZEing LABYRINTH (board game) (1986), developed by Max Kobbert, published by Ravensburger.<br />

The Journey to Wild Divine (2003) published by the Journey to Wild Divine.<br />

The Sims (2000), developed by Maxis, published by Electronic Arts.<br />

Tombstone Hold ’Em (2005), developed and published by 42 <strong>Entertainment</strong>.<br />

Tony Hawk’s Pro Skater (1999), developed by Neversoft, published by Activision.<br />

Wii Sports (2006), developed by Nintendo, published by Nintendo.<br />

World of Warcraft (2004), developed by Blizzard <strong>Entertainment</strong>, published by Vivendi Universal.<br />

Yohoho! Puzzle Pirates (2003), developed by Three Rings Design, published by Three Rings Design and Ubisoft.<br />

Zork (1980), originally developed by MIT students 1977-1979, then Infocom; published by Personal Software.


3. Films and Television Shows<br />

Dawn of the Dead (1978), directed and written by George A. Romero, distributed by United Film Distribution Company<br />

et al., USA.<br />

Lost (TV series) (2004 - 2010), created by Jeffrey Lieber, J.J. Abrams and Damon Lindelof, broadcast on ABC, USA.<br />

Metropolis (1927), directed by Fritz Lang, written by Thea von Harbou and Fritz Lang, distributed by UFA / Paramount<br />

Pictures, Germany.<br />

Six Degrees (2006 - 2007), created by Raven Metzner and Stuart Zicherman, broadcast on ABC, USA.<br />

Six Degrees of Separation (1993), directed by Fred Schepisi, written by John Guare, distributed by MGM/UA, USA.<br />

Star Trek (TV series) (1966 - 2005), originally created by Gene Roddenberry, USA.<br />

Star Trek (fi lm series) (1979 - present), directed by multiple directors and distributed by Paramount Pictures. Based on<br />

the Star Trek television series originally created by Gene Roddenberry in 1966, USA.<br />

Star Wars (fi lm series) (1977 - 2005), initially created by George Lucas, distributed by 20th Century Fox, USA.<br />

Telespiele (1977 - 1981), created by Holm Dressler, Wolfgang Penk, Thomas Gottschalk et al., broadcast by S3, ZDF<br />

& ARD, produced by SWF, Germany.<br />

The Promise of Play (2000), directed and written by David Kennard and Stuart Brown, produced by The Institute for Play<br />

and Independent Communications Associates Productions, Canada.<br />

The Third Man (1949), directed by Carol Reed, written by Graham Greene, distributed by British Lion Films, United<br />

Kingdom.<br />

The Truman Show (1998), directed by Peter Weir, written by Andrew Nicol, distributed by Paramount Pictures, USA.<br />

BIBLIOGRAPHY<br />

365

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