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robertogreco : molleindustria   5

Casual Games for Protesters
"Casual Games for Protesters is an ongoing collection of games to be played in the context of marches, rallies, occupations and other protests. They require very little preparation and equipment.

Protests can often be alienating or difficult to access for some people — whether that’s because of safety concerns, lack of physical accessibility, burn-out or just not knowing how to get involved. And rallies and marches can be overwhelming, formulaic in their structure, unnecessarily grave, or even boring to attend.

We believe it doesn't have to be that way. Participating in social change should be exhilarating, social, intellectually and physically stimulating, liberatory and fun. Games can help craft those collective experiences.

Of course, context is crucial, and not all games make sense in all situations. The dignity and rage of the Ferguson uprisings involved mourning victims, expressing anger and campaigning for better lives. The blockade of the Dakota Access Pipeline at Standing Rock is shaped by the traditions and beliefs of the Native American tribes that lead the protests. Such situations may not always leave room for playfulness — or they may call for a different kind of play.

We have tried to compile a wide variety of games from many different sources and imaginations. We’ve remixed folk and parlor games, added a political twist to acting and training, borrowed liberally from our precursors, and made up new things entirely. We are indebted to a long tradition, from the experimental theater of Augusto Boal and the New Games Movement, from the creative protests of C.I.R.C.A. to the world of modern live-action games. Direct inspirations were the Tiny Games format popularized by Hide & Seek, Metakettle by Terrorbull games, and the playable poetry of Harry Josephine Giles.

What we haven’t included yet are less casual and more pre-prepared games for specific events. Such games could be deeply integrated with the theme and the tactics of a protest, complement its theatrics, and inform actions of civil disobedience. We hope that some of our games might inspire such inventive, radical and effective tactics.

We will see an escalation of unrest and mass participation in the coming years, in opposition to the resurgence of the extreme right in Europe and North America, as part of global responses to climate change and floundering neoliberalism, and in both local and international movements. Countering protest fatigue and making activism more approachable and stimulating must be a priority for everyone.

Casual Games for Protesters is a project initiated by Molleindustria and Harry Josephine Giles in February 2017. All games are public domain, when not otherwise specified. Attribution is appreciated, remixing is highly encouraged.

Do you have a protest game to submit or recommend? Get in touch with us!
hello@protestgames.org "
games  play  protest  molleindustria  harryjosephinegiles  paolopedercini  resistance  socialchange  rallies  marches 
february 2017 by robertogreco
EA2014 05 Paolo Pedercini on Vimeo
"While mainstream videogames keep striving for a cinematic feel and photographic realism, a new wave of independent games are developing an autonomous, medium-specific language for interactive storytelling. Paolo will present some Molleindustria projects such as Unmanned, a story game about a day in the life of a drone pilot, and discuss the contaminations between animation and gaming focusing on low budget, DIY productions."
paolopedercini  2014  games  gaming  videogames  gamedesign  storytelling  molleindustria  towatch 
october 2014 by robertogreco
Videogames and the Spirit of Capitalism | Molleindustria
"We are only learning to speak of immeasurable qualities through videogames. It’s a slow and collective process of hacking accounting machines into expressive machines. Computer games need to learn from their non-digital counterparts to be loose interfaces between people. A new game aesthetic has to be explored: one that revels in problem-making over problem-solving, that celebrates paradoxes and ruptures, that doesn’t eschew broken and dysfunctional systems because the broken and dysfunctional systems governing our lives need to be unpacked and not idealized.

Strategies are to be discovered: poetic wrenches have to be thrown in the works; gears and valves have to grow hair, start pulsing and breathing; algorithms must learn to tell stories and scream in pain."

[direct link to video: https://vimeo.com/86738382 ]
videogames  gaming  paolopedercini  molleindustria  games  art  design  capitalism  economics  efficiency  control  rationalization  marxism  bureaucracy  consumption  commerce  standardization  socialnetworks  quantification  sybernetics  gamification  goals  society  taylorism  relationships  pokemon  facebook  farmville  zynga  management  power  labor  addiction  addictiveness  badges  behavior  measurement  commodification  rogercaillois  play  idleness  ludism  leisure  leisurearts  artleisure  maxweber  resistance  consciousness  storytelling  notgames  taleoftales  agency  proteus  richardhofmeier  cartlife  simulation  2014  douglaswilson  spaceteam  henrysmith  cooperativegames  collaborativegames  tamatipico  tuboflex  everydaythesamedream  unmanned  systemsthinking  human  humans  oligarchy  negativeexternalities  gamedesign  poetry  johannsebastianjoust  edg  srg  shrequest1  simulations  pokémon 
february 2014 by robertogreco
Toward Independence – Indiecade 2012 | Molleindustria
"There is a practical way to conceptualize the immensity & absurdity of this continuum. I borrow it from the Utopian & Anarchist thought.

Utopia is by definition unattainable but it provides a direction.

Utopia is a tiny flickering mirage at the horizon.

By the time you reach it Utopia already moved forward…yet an utopian idea is fundamental because it provides a direction.

It encourages you to a constant tactical engagement with the status quo. It pushes you to continuously break away from the forces & entities that make us miserable & are screwing up the world.

This is how I like to think about independence in gaming and in culture.

Not a status but a tension and a direction to pursue.

And the corollary is that we should not be here at these indie festivals to celebrate our little club, to exchange tricks on how to milk the indie brand for profit.

No: we should be here to conspire about how we can be *more* autonomous. About how we can move another steptoward independence."
freedom  independent  indie  corporations  post-fordism  alienation  creativework  automation  capital  autonomy  fordism  history  paolopedercini  cv  improvement  purpose  values  utopian  utopianism  utopianthinking  indiegames  anarchism  control  power  economics  videogames  molleindustria  2012  direction  vision  utopia  capitalism  labor  creativelabor  creativity  making  gamedesign  games  purity  vectors 
december 2012 by robertogreco

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