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Framing a Critique of Reality Based Games

conference contribution
posted on 2024-10-31, 22:17 authored by Hugh Davies
In the last two decades, a series of games that interweave fiction with reality and often involve real world outcomes have appeared. Encompassing serious games, ubiquitous games, location based-games and gamification, these reality-based experiences seem entirely new. But what I here collectively call reality-based games have a past. Threading though the Surrealists strategies of automatism; the cybernetic utopian visions of Marshall Mcluhan, Buckminster Fuller and Stewart Brand; the social change objectives of the serious games movement; and the engagement strategies of gamification; there is a persistent motivation connecting the history of reality-based games. Specifically, the desire to put play to work. But too often the bodies that develop and promote these experiences work in isolation from each other. As a result, their knowledge and findings lack the self-reflection and critique deserving of the powerful experiences they create. This should not be, as the stakes are high given these game types are often global in scale. This paper connects the ambitions of reality-based games in artistic, progressive and corporate contexts and calls for a productive framework of critique for these game types, one that can be universally applied.

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Start page

1

End page

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Total pages

3

Outlet

Proceedings 22nd International Symposium on Electronic Art [ISEA2016]

Name of conference

22nd International Symposium on Electronic Art [ISEA2016]

Publisher

School of Creative Media, City University of Hong Kong

Place published

Hong Kong, SAR

Start date

2016-05-16

End date

2016-05-22

Language

English

Copyright

© 2016 All rights reserved by the Individual Authors, School of Creative Media City University of Hong Kong, and ISEA International.

Former Identifier

2006095532

Esploro creation date

2020-06-22

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