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Monday, September 24, 2018

Opening keynote at #ecil2018 Frans Mayra

They keynote is entitled “Reading pervasive games in a Ludic society” given by Professor Frans Mayra form Tampere University in Finland. The talk focused on the pervasive nature of interactive technologies and computer-based gaming in our society. ICT enables digital worlds that are increasingly complex, that allow participants to have agency in them, and interact with each other. Frans has focused on role playing fantasy games that facilitate interaction and collaborative problem solving. The “ludic society” is one that emphasises the prominence of gaming as a form of art and entertainment, where there are increasing opportunities for play as a practice in work, leisure and social situations. Play can be part of work, rather than being the opposite of work. Frans spoke about the ideas of Eric Zimmerman who argues for a manifesto of the ludic century in which media culture is increasingly systemic, modular, customisable and participatory. People need to be playful, and learn to think and act in new ways, and include gaming as an aspect of media literacy.

He introduced the concept of “gamification” which is the application of game-like elements in non-entertainment contexts, whereas “ludification”is the rise of play and playfulness as modes of engagement and mindsets in culture and society. Games can be pervasive, and include augmented reality linked to the ubiquitous smart phone and location based technologies. The fantasy world is no longer completely separate, but is brought into the real world, for example the popular Pokemon go game. Ludic literacy is related to multidimensionality of games, and to complex game cultural agency, including the ability to play games, being able to read a game as a cultural text, and to engage in changing and creating games. The problems with Pokemon go at the height of its popularity with inappropriate behaviour of gamers e.g. hunting for Pokemon in graveyards, are problems that can be solved with greater Ludic literacy. Frans showed a video clip which imagined what it would be like to live in an augmented reality Ludic world driven by commercialisation, and reflected on the fact the people would have very different experiences, and effectively live in different realities, which would have massive implications for how we interact and relate to each other.

There needs to be support for a playful mindset, and playing together will promote togetherness and a sense of community, there is a need for critical information and Ludic literacy education.

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