Wicked Games: Tentative First Steps Towards the Development of A
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Wicked Games: Tentative First Steps Towards the Development of a Participatory Design Tool JODY BARTON 22/05/2017 Thesis Project Interaction Design Master’s Programme School of Arts and Communication (K3) Malmö University, Sweden Supervisor: Simon Niedenthal Examiner: Per Linde Date and Time of Examination: 30/05/17 9:00 Acknowledgements Firstly, I have to thank my test coordinators Colin, Chris, Jimmy and the two Jo(h)n’s, your input was vital, your support appreciated and whose various twisted senses of humour kept me entertained. I also owe a debt of gratitude to Harsha K and Sruthi Krishnan from Fields of View, Bangalore India, who provided me with inspiration for this project, and support and guidance during it. I would also like to acknowledge the support of my supervisor Simon Niedenthal, not just for the support he has provided during this project, but for making everything so “fun” and for always being willing to support our bonkers ideas, and occasionally bringing us back down to earth, genuinely, thank you, it is deeply appreciated. I would like to thank my classmates over the last two years, it’s been… interesting… but for this project I specifically have to give thanks to Lisa Rayol for our talks, and for being willing to play so many games! Again, I should thank my three cats, without whom I wouldn't have had to proof read, and check my thesis so diligently. Lastly, and by no means least, I would like to thank my amazing partner Elin Rosén, who has provided me with unending support and cups of tea. i Abstract Via the use of applied games design methodologies, based on analytical grounding, this paper examines the possibility of developing a new type of Policy Game, Wicked Games, as Participatory Design method for use when working with multiple stakeholders on Critical, Crucial, Complex and Wicked Problems (Rittel & Webber 1973). This paper approaches this topic from a Games Design Research perspective, to shed new light on the qualities of medium for participatory designers. This paper provides a definition of, design heuristics for, and an example of a Wicked Game as a starting point for further work within the topic, as well as providing an analysis of a Formal Analysis as a methodology for extracting tacit knowledge from games, Distributed Playtests as a means for gathering information to allow rapid iteration within games design. ii Glossary of Terms Activist Game: Are games of a political nature, concerned with raising issues of social concern and challenging the current hegemony, they do not necessarily follow any specific rhetorical or pedagogical form, they are grouped by the topic of their content. Characteristics: Are the facets of any given game, that help describe that game and how it operates. Things like how many players does the game require, is it competitive or cooperative, etc. Distributed Playtesting: Is playtesting conducted by someone other than the core games design team, on behalf of the core games design team, without any of the core games design team being present to observe the playtest. Empathy Game: If we take empathy as the ability to understand the situation another is in, Empathy Games can be described as those games that seek to use the medium of games as a means to make us feel, or understand the situation of another, either by directly putting players in the position of the other, or by allowing players to view the impacts on another, as their primary goal. Explorative Play: Is the structured, or guided exploration of an object (where objects can be material, immaterial or a collection of objects linked together by a space) via play. Game: Games are ‘play’ activities defined and constrained by the following four traits, goals internal to the activity itself, rules that govern how play should be conducted, a feedback system that allows players to observe the state of play, and voluntary participation. Hybrid Game: Is a game that contains both digital and physical elements, other than controllers or input devices required for the operation of digital games only. Hyperobjects: Are objects so vast, and distributed in time and space as to defy spatiotemporal specificity (Morton 2013). Hyperobjects have five characteristics, they are Viscous (other objects become attached to them), Molten (they refute the idea that spacetime is fixed, concrete, and consistent), Nonlocal (they exist in more spaces and times at once, and can’t therefore be viewed in their entirety), Phased (occupy a higher-dimensional space than we can observe) and Interobjective (are formed by relations between more than one object). Magic Circle: Is the protective frame that surrounds a person, or multiple people in a playful state of mind (psychological bubble), the social contract that constitutes the action of playing a game (social borders) and the spatial or temporal cultural situation the play is located (arena)(Stenros 2012). Medium: Is the intervening substance through which sensory impressions are conveyed or physical forces are transmitted. iii Participatory Design: is an approach to the assessment, design, and development of an artefact via the engagement of, and active involvement of potential or current end-users of the artefact within the design and decision-making processes. Persuasive Game: Are games that use procedural rhetoric to deliberatively persuade another to a point of view or action unidirectionally. Play: Is engaging in activity for purely enjoyment and recreational purposes as an expression of freedom (it is not freedom itself) using whatever materials are available, rather than an activity which is serious or has a practical purpose, or goal. Playcentric: An activity that is conducted via the medium of play, but where play itself is not the focus of the outcome necessarily. Playtesting: Is the assessment of the interaction between players and game as an activity, to gain insight into how players experience the game, and how the game performs. Policy Games: These are games of any nature (Serious, Persuasive, Simulation etc) that expressly deal with Public Policy issues. Serious Game: Are a form of videogame pedagogy that seeks to teach people about how things ‘are’ within the current hegemony, or how to do things within pre-existing systems, or practice. Simulation: Are representations of one system through the use of another, that don’t have specific repetitive and goal-oriented activities, and no specific predefined patterns in time. There’s no set structure to a simulation, and no ‘end’ or ‘win’ state within a simulation, which is required for classification as a game. Wicked Game: Use Explorative Play of a simulated Public Policy situation or perspective, with exposed, simplified and modifiable rules and mechanics to allow players to safely explore and iterate policy interventions via game modification or development. They should be a Rhetoric free zone, and encourage a dialogue between players, or players and the game. Wicked Problem: This definition is based on Rittel & Webber (1973) which states Wicked Problems are problems that are difficult, or impossible to solve because of incomplete, contradictory, and changing requirements, that make the problems either difficult to recognize, or frame, but with Head & Alford’s (2015) caveat that Wicked Problems can be tackled by addressing their ‘degrees of wickedness’, if these degrees can be extracted and made abstract. iv Contents Page Page 1.0 Introduction 1 1.1 The Challenges We Face: Wicked Problems 2 1.1.1 Defining Wicked Problems 2 1.1.2 Critical, Crucial and Complex Problems 3 1.1.3 Public Policy Responses & the Policy Development Process 4 1.2 Design and Wicked Problems 5 1.3 What could Games Offer? 6 1.3.1 Persuasive Games 7 1.3.2 Serious Games 8 1.3.3 Simulations 9 1.3.4 Is there a Space for Wicked Games? 10 1.4 Approaches to Games Development 11 1.4.1 Playcentric Games Development: Iterative and Incremental Design 12 1.4.2 Play more: Extracting Tacit Knowledge from Games 12 1.4.3 Distributed Playtesting 13 1.5 Research Question & Research Focus 14 2.0 What’s the Context & Value to this approach? 16 2.1 Games or Explorative Play? 16 2.1.1 What is Explorative Play? 16 2.1.2 What are the Characteristics of Games? 18 2.2 Examples Working Towards or influencing the Emergence of Wicked Games 18 2.2.1 Policy Games 18 2.2.2 Persuasive Games LLC: Doing exactly what they say 20 2.2.3 Impact Games LLC: Games with a Social Imperative 21 2.2.4 Fields of View, Bangalore India: Tackling the Wicked 22 2.3 What Should a Wicked Game Seek to Achieve? 22 2.4 What Characteristics Should a Wicked Game Have? 23 3.0 Deciding a Topic: Global Refugee Crisis 24 3.1 Background 24 3.2 Potential perspectives 24 3.2.1 Selecting a Perspective 26 3.3 Inspiration and Critique 26 3.3.1 Points of Convergence 27 3.3.2 Points of Divergence 28 3.4 Qualities ‘Borrowed’ 29 4.0 Methodological Approaches & Appraisal 30 4.1 Distributed Playtesting 30 4.1.1 Preparing the Playtest Pack 30 4.1.2 The Playtest pre-brief 30 4.1.3 Trusting Your Test Coordinators 30 4.1.4 The Playtest Debrief 30 4.1.5 Not a Substitute for Observational Playtesting 31 4.2 Playcentric Development and Iteration 31 4.2.1 Workshop for One? 31 4.2.2 There Can Be No Iteration Without Play 31 v Page 4.3 Play more: Extracting Tacit knowledge 32 4.3.1 Use of Formal Analysis 32 4.3.2 How Should We Analyse Games as Activity? 33 5.0 Applied Methodology, Playcentric Development: Right to Remain 34 5.1 The Problem of Defining no Goal 34 5.2 Right to Remain Version 1.0 34 5.2.1 Version 1.5: Expanding the ‘Simulated