Postdigital Play and the Aesthetics of Recruitment Darshana Jayemanne The University of Melbourne Melbourne, Australia
[email protected] Bjorn Nansen, Thomas H. Apperley
[email protected],
[email protected] ABSTRACT This paper analyses reconfigurations of play in newly emergent material and digital configurations of game design. It extends recent work examining dimensions of hybridity in playful products by turning attention to interfaces, practices and spaces, rather than devices. We argue that the concept of hybrid play relies on predefining clear and distinct entities that then enter into hybrid situations. Drawing on concepts of the ‘interface’ and ‘postdigital’, we argue the distribution of computing devices creates difficulties for such presuppositions. Instead, we propose an ‘aesthetic of recruitment’ that is adequate to the new openness of social and technical play. Keywords Hybrid games, interfaces, postdigital, practices, spaces, digital play, phenomenology, recruitment INTRODUCTION ‘Hybrid play’ designates recent trends in product and game design that take advantage of new compositions of material and digital arrangements afforded by emerging technologies. These include micro-electronics, embedded sensors, and the ‘app revolution’, which are facilitated by a range of devices, infrastructures, protocols, and applications such as mobile devices, wireless networks, near-field communications (NFC) and tagging technologies such as RFID. Hybrid games include: location-based or spatially-oriented forms such ‘pervasive’, ‘locative’, ‘augmented’ and ‘mixed’ reality games (e.g. Montola 2011); as well as more technology or device-oriented forms such as computer-augmented board games, appcessory games and connected toys (e.g. Bergström and Björk 2014; Tyni, Kultima and Mäyrä 2013). In turn, these game developments and associated idioms have challenged methods of analysing videogames in terms of the classic arrangement of material devices (either console or PC-based) and virtual spaces.