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May 02, 2005

Supergaming! Design for Massively Collaborative Public Play is the title of a recent talk by Jane McGonigal at PARC. I'm very sorry I missed it. Thanks, Spoonman, for pointing to it. She defines a specific class of smart mob games. Jane had organized one of the most clever and fun flash mobs -- the one that played Duck, Duck, Goose in San Francisco's Dolores Park:

This talk examines four experiments in supergaming, an emerging constellation of mobile-social network practices that are both ludic, or game-like, and spectacular - that is, intended to generate an audience. I focus on a flash mob, an urban superhero game, a flashmob supercomputer, and the award-winning alternate reality game I Love Bees to identify and analyze four key attributes of supergaming. I propose that it is 1) massively scaled, as in supersized gaming; 2) embedded in and projected onto everyday public environments, as in superimposed gaming; 3) able to heighten the perceived power and imagined capabilities of its players, as in superhero gaming, and 4) able to harness the play of distributed individuals into a high-performance problem-solving unit, as in supercomputing gaming. Using performance theory, cognitive psychology and my own experience as a supergames designer, I argue that supergames are capable of producing shared ludic frameworks, or gameworks, that can be extended to everyday life, making public spaces, public utilities and public information more open for persistent, playful engagement.

Originally posted by Howard from Clippings.reblog, remediated by yatta on May 2, 2005 at 06:33 PM