Author Archives: bstokes

Civic Games with Local Scale (for ASU & White House Conversation)

My white paper with Jeff Watson on “Games for Direct Action” is now open for comments.  We are honored to participate alongside some real luminaries in the field in this “national conversation on games.”  The national conversation is a joint venture of ASU’s Center for Games and Impact, and the White House Office of Science and Technology Policy.

Our contribution emphasizes the civic implication of games, and the emerging possibility for games to connect to physical streets and place-based civic engagement. Moreover, we take the rather unusual position of arguing for the benefits of games that actually resist massive uniform scale, and instead achieve impact by deeply embedding within local networks.

Here’s our opening:

Games are beginning to show a capacity for real impact and civic engagement. Consequently, there is a temptation to seek out game designs that can be deployed on a national scale. This is a completely natural impulse: if games can bring about change, why not do it in a big way, and maximize economies of scale? But this impulse hides an important truth: change is often most profound at the city and neighborhood level, between real friends, and with local businesses. For countless civic issues, engagement is best when local — and more games should be too.

Take a look at our full paper — about 3 pages — Jeff and I encourage your comments on that page.  (Note that the document download link is a bit hidden on that page in the parenthesis after our names.)

coming soon: map of South LA for bikes and social change

Did you realize you can bike to the Watts Towers, and learn about social justice and sustainable businesses along the way?

In the next two weeks, our ParTour team will launch a new map and website — RideSouthLA.com. This is the first map designed with residents and community organizers to both highlight social justice in South LA, encourage biking, and more.

We recently previewed the map at the Annenberg Innovation Summit — here’s a pic:

Presenting at Local-Mobile (Raleigh)

I’ve just arrived in Raleigh for the Local and Mobile conference, which seeks to link mobilities, mobile communication, and locative media…

I’m presenting with George Villanueva about our ParTour project and situated engagement this Sunday at 9am (ouch!).  Here’s the abstract:

ParTour: Leveraging the Dual Mobilities of Cellphones and Bicycles for Urban Change

Bar, F., Gonzalez, C., Khera, O., Stokes, B., Villanueva, G. (alphabetical)

Can basic cell phones and bicycles help re-imagine Los Angeles? In this paper, we consider a participatory storytelling and mapping platform called ParTour, a pilot project advocating urban social change.  Over 70 residents were dispatched on bicycle quests to gather pieces of a collective story.  We analyze this production as part of a place-based storytelling network.  Simultaneously, we consider how the ParTour design hacks into urban culture, resonating with the ascendant bicycle movement in Los Angeles and its Do-It-Yourself (DIY) practices for engaging public space.

This paper uses the ParTour case study to propose a theoretical alignment of two mobilities: DIY bicycle culture and the locative media of phone-based storytelling.  Using the methods of design-research, we argue that these dual mobilities can be powerfully aligned in the context of public events, allowing local participants to appropriate their urban surroundings.  Our analysis has implications for theoretical alignment between Communication Infrastructure Theory (Ball-Rokeach, et. al 2001), space, the literature on technological appropriation, and cultural studies of bicycles and DIY street culture.

The appropriation of mobile technology and urban space by local residents was a primary design goal for ParTour.  By participating, urban users transformed their everyday phones into multi-media tools for geo-locative storytelling, using SMS and MMS rather than smartphone applications.  This embodies the re-invention of mobile technology through appropriation described by Bar et al. (2007).  The ParTour infrastructure expands upon an open-source mobile platform built with low-wage immigrant workers in Los Angeles to tell stories about their lives and their communities (VozMob Project, 2011).

Inspired by theories of real-world games (Gordon & de Souza e Silva, 2011; Klopfer, 2008), ParTour focuses on activities rather than tools.  It creates feedback loops for what we are calling ‘situated engagement‘ in place-based social and civic practices.  For example, participants selected quests to structure their activity into goal-based missions, like taking pictures and geo-coding community assets that are valuable enough to be shared with others.

ParTour is deliberately situated within public bicycle rides, especially CicLAvia, the massive Los Angeles event which bans cars from 10+ miles of streets, opening space for bicycles and recreation to advocate for alternative transportation.  Mobile social interaction within physical space promotes a re-discovery of familiar surroundings, resulting in appropriation of urban space (Kidder, 2011).

Despite enthusiasm over hyper-local journalism, place-based media is rarely analyzed ecologically.  We draw upon Communication Infrastructure Theory (CIT) to situate ParTour within neighborhood-based storytelling networks, which are associated with a range of indicators for healthy neighborhoods.  CIT measures the connections between three elements: local residents, community-based organizations, and local media produced for particular geographies or ethnicities.  Our analysis particularly considers the role of T.R.U.S.T. South LA, a neighborhood organization advocating for extending the CicLAvia ride further into the distressed neighborhoods of South Los Angeles.  We analyze how ParTour shifts the power and storytelling roles for this organization within the storytelling network.

Simultaneously, ParTour’s social practices of participatory storytelling within public events resonates with DIY bicycle culture.  As a cultural phenomenon, bike culture is an emerging force in social movements for alternative urban transportation in Los Angeles.  We find that the success of ParTour depends on balancing several forces in DIY bike culture, including the fiery desire to retake the streets (Blickstein, 2008), the mastering of available tools (Uckelmann, 2011), and the more conciliatory bike rides, like CicLAvia, sponsored by the local municipality.  Here, mobile media amplifies cyclists’ mobility to produce dynamic practices of ‘lived space’ (Lefebvre, 1992).

*** References ***

Ball-Rokeach, S. J., Kim, Y. C., & Matei, S. (2001). Storytelling Neighborhood. Communication Research, 28(4), 392-428.

Bar, F., Pisani, F., & Weber, M. (2007). Mobile technology appropriation in a distant mirror: Baroque infiltration, creolization and cannibalism. Seminario Sobre Desarrollo Económico, Desarrollo Social y Comunicaciones Móviles En América Latina, Buenos Aires, Argentina.

Blickstein, S. G. (2008). Critical mass: Bicycling towards a more sustainable city. Clark University. ProQuest Dissertations and Theses

Gordon, E., & de Souza e Silva, A. (2011). Net Locality: Why Location Matters in a Networked World. Wiley-Blackwell.

Kidder, J. (2009). Appropriating the city: Space, theory, and bike messengers. Theory and Society, 38(3), 307-328.

Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. The MIT Press.

Lefebvre, H. (1992). The Production of Space. Wiley-Blackwell.

Uckelmann, D. (2011). Enabling the masses to become creative in smart spaces. In Architecting the Internet of things (pp. 37-64) Springer Berlin Heidelberg.

VozMob Project (2011). Mobile voices : Projecting the voices of immigrant workers by appropriating mobile phones for popular communication. In P. M. Napoli, & M. Aslama (Eds.), Communications research in action. New York: Fordham University Press.

upcoming panels: DML and GDC 2012

 

Next week I will be presenting at two conferences: DML (March 1-3) and GDC Education (March 5-6, 2012).  Watch for:

TOPIC #1:  “Gameful Layers for the Freshman Experience” explores game systems that are embedded within education.  Two case studies will be discussed in detail, described by the staff behind them.  This panel actually appears at both DML and GDC Education, and is jointly organized by the University of Southern California, the Rochester Institute of Technology, and Microsoft Research.  Fellow panelists include Jeff Watson, Tracy Fullerton, Donald Brinkman, Andy Phelps, and Liz Lawley. From the DML description (see also the official GDC description):

The transition to college is a difficult experience for many young people, marked by rapid change as well as social, emotional and intellectual challenges. Additionally, today’s students may feel disconnected from traditional university classroom materials and structures, spending the majority of their out of class time interacting via text and web.

This session will look at two very different experimental games which attempt to scaffold that freshman experience, allowing digital natives to bring their existing communication and media skills to bear on the building of college-level social groups and 21st century skills such as team-building, problem-solving, creative and critical thinking, brainstorming, experimentation, etc.

The two case studies were both launched in Fall of 2011 and each team has worked to assess and evaluate the outcomes so far. Just Press Play, from the Rochester Institute of Technology, is funded by Microsoft Research, and is an achievement-based system that encourages students to think of the obstacles in their path as part of a narrative of their educational development. Reality Ends Here, from the University of Southern California, is an internally funded project from the School of Cinematic Arts. Structured as an alternate reality game, the experience introduces students to the culture and history of the school, encouraging them to become part of that tradition from day one. Designers and evaluators from each project will discuss learning goals, design strategies, assessment approaches, preliminary outcomes and next steps for these innovative digital learning environments.

TOPIC #2:  Mobile Quests that Remix Public Events for Social Change. Along with Francois Bar, George Villanueva, and Otto Khera — part of the ParTour team.  From the official description, here’s the overview:

In this workshop, small groups will design their own “quests” to hack public urban events.  Mobile phones are at the center of our approach, and we will help participants explore how locative media can intersect with public events like festivals, parades and tours.  The workshop builds on our experience designing quests within a large Los Angeles event called CicLAvia, which regularly transforms 10+ miles of downtown L.A. into a car-free zone for 80,000 people to re-imagine their city.

Our designs will be based around a timely question: As more cities host events like CicLAvia that open the streets, how can we collaborate with community-based organizations to plant mobile “hooks and triggers” for longer-term civic learning and social change?  (This notion of hooks and triggers is borrowed from game design as discussed by Katie Salen.)

Our approach is aggressively democratic on several fronts.  We emphasize mobile designs that work in poorer communities and ideally avoid smartphones entirely.  The workshop will introduce several technologies, including one that allows for basic phones to create and exchange multimedia using basic text and picture messaging.  (This is based on the system designed with day laborers in Los Angeles called Mobile Voices.)  Another technology we will cover is a branching text-message tool akin to choose-your-own adventure books.  

We also seek to democratize innovation by going beyond technology, and looking to design the social fabric.  Social change is sustained and secured with organizations.  This necessitates a kind of design which targets community-based partnerships as much as user experience.  For this workshop, the small groups will be challenged to create designs that support multiple organizations operating quests in parallel, each with its own social change objectives, including research efforts based at universities.  

This workshop will demo and modify the ParTour system we tested in Los Angeles this fall.  On our pilot, we rapidly trained more than 70 individuals and sent them on quests as urban storytellers, mappers and photographers.  

For the workshop, small groups will each tackle a recurring event in a major city, and develop a plan to hack it with a combination of mobile technology and community partnerships.  We will borrow rapid prototyping techniques from the world of game design, using role play and paper designs.  Yet all groups will also be asked to apply some of the mobile technologies we will teach.  After groups demonstrate their designs by city, the full group will debrief on implications of this exercise for both research and mobile practice.

TOPIC #3:  ECDemocratized.  Adam Ingram-Goble from our team is presenting (I’m maxed out on panels!) as part of a larger discussion of research from emerging scholars led by James Paul Gee.  Our portion:

ECDemocratized: ECD (Evidence-Centered Design) is an approach to educational assessment that relies on evidentiary arguments. We will present the design of a tool based on ECD ideas, that supports the learning of assessment as a 21st century skill. The use of this tool is distributed across both teachers and students such that students are participants in the assessment development process as well as the production of work to satisfy the assessment.

 

mobile and real-world games (at the Games for Change Festival)

Last week at Games for Change I gave a few brief remarks on how we should borrow from existing “civic genres” if we want to envision the future of mobile and real-world games. This was also a chance to introduce Mobile Active to the G4C community, thanks to Anne-Ryan Heatwole and Mark Weingarten who joined me on stage. (Katrin Verclas was delayed in S. Africa — but we’ll get her there next time!)

Our remarks begin at the 56-minute mark:

Watch live streaming video from gamesforchange at livestream.com

This topic — the future of mobile, and how to imagine it — is something that Francois Bar and I are writing about this summer, building on a workshop we ran with support from the DML Hub. Details to come…

playing Commons in NYC on a Sunday

This is the first time I’ve been in the news for playing a game. Commons pulls teams through urban spaces, building engagement while generating reports of community assets and items that need fixing.

Here is a cute video of our team (we start at 1:05) that’s part of a longer article in the NY Daily News:

p.s. — for a hint of things to come, see Susana’s interview with Commons folks for a report we’re doing for Intel on civic games for mobile and learning.

Zanzibits interviews

In East Africa this past summer I visited an extraordinary youth media program called Zanzibits, located in Zanzibar’s historic Stone Town off the coast of Tanzania. The program empowers youth with skills for both employment and telling their own stories through digital media.

One participant explains his website design project:

Explaining her video project:

Finally, after a group discussion about youth media around the globe, we took a group picture:

More on Zanzibits is available on their website and blog.

Akoha– A Direct Action Game?

[As first posted on Henry Jenkins blog, and previously on the Civic Paths blog]


How can we make everyday civic participation more compelling? There is a new kind of game on the horizon, one that experiments with real-world action. I call these “direct action games,” because they restructure acts like volunteering, activist training, and charitable giving. One prototype is Akoha, which started as a card game, then reinvented itself online, and last year launched a mobile app — largely off the radar of traditional civics organizations.

At first glance, Akoha looks like a media hub for some do-it-yourself Boy Scouts. Their website reveals thousands of participants, many reporting success with real-world “missions,” from going vegetarian for a day, to debating the “I Have a Dream” speech. The actual missions often take place offline, but are only rewarded if documented with photos and stories posted online or via iPhone.

I think Akoha deserves real attention as a working example — despite some prominent flaws. We desperately need concrete projects if we want to actually rethink civic life. The use of games to help “fix reality” has been a hot topic these past few weeks, thanks to the great traction of Jane McGonigal’s new book. Yet the missions of Akoha are more straightforward than most of Jane’s “alternate reality games,” which tend to have futuristic narratives, puppet masters behind the scenes, and a preference for crowd-sourcing. Thus I propose we look to Akoha and its more raw building blocks to think about direct action games.
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panel video: Direct Action Games

Here is a panel I curated with Tracy Fullerton and Stephen Duncombe on “direct action games.” It took place at the Games for Change 7th Annual Festival on May 26, 2010.

Direct Action Games: Play Meets the Real World on Vimeo.

[reblog] Interfaces — e.g., Introducing Youth to DIY Punk Activism

Note: I originally published this a couple days ago on the Civic Paths blog, which is an informal project of Henry Jenkins’ research group on civics, popular media and participatory culture.  See that post for additional comments.

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Earlier this week, I checked out an unusual intersection: two punk-hardcore activists were lecturing to 75+ teenagers at a Los Angeles university. But this wasn’t music camp. Rather, this was the last day of a college prep summer program, hosted at USC for low-income and first-generation youth. Amazingly, the message stayed clear of “stay in school,” and focused instead on do-it-yourself (DIY) passion and activism. There are implications for our research group.

Perhaps most importantly, the occasion underscored the “intersection dilemma”: how do learning institutions interface with civic sub-cultures (from punk activists, to the Harry Potter Alliance and Invisible Children)? For me, this intersection is a goldmine – a space of real drama, where subcultures put on a public face, and where institutions give uncertain attention to these emerging civic modes.

Of course, the actual people matter enormously. Justin Pearson and Jose Palafox (see above) are not your typical punk figures. While Pearson never graduated college, he and Palafox have been key players in DIY hardcore-punk since the mid 90s. They have been in countless bands – see, for example, this Swing Kids video with Pearson singing, and with Palafox on drums.

The activism of Pearson and Palafox is DIY, set against the punk subculture. As friends and independently, their bands have supported organizations ranging from Planned Parenthood, to PETA and the Black Panther Party. Palafox has made documentaries of the U.S.-Mexico border. Pearson just released his autobiography, and was on Jerry Springer with a hoax involving bisexuality.

Very briefly, I want to examine Pearson and Palafox as a kind of baseline for our research. Their example is valuable for its simplicity: compared to our current case studies, they do not have a fantasy content world (e.g., as compared to the Harry Potter fans); and second, the pair presented as individuals — without an organizational apparatus (such as the Harry Potter Alliance).

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