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Press: Vancouver Is Awesome

Vancouver Is Awesome
Locally based artist Germaine Koh introduces League to promote collaboration and problem solving through play
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POSTED January 24, 2013 BY Court Overgaauw

“Remember being a kid and turning the games you loved on their head by introducing or removing rules, or adding new obstacles and challenges? I remember personally doing things like putting two chess boards together to form some sort of mega-chess, or changing Monopoly by putting every property up for auction. Change was a way to introduce new life into an old game, or simply to see what would happen and what could be created if you altered the parameters. In that spirit, Vancouver based artist Germaine Koh is inviting anyone that would like to join her to come out and re-imagine play with League…”

[Read the full posting in Vancouver Is Awesome]

Upcoming play 27 January — signs & signals

Hobo Signs, from http://www.we-find-wildness.com/2010/05/hobo-signs/

This month’s League play date celebrates Family Literacy Day with games related to signs and signals. The challenge could be to develop an updated set of hobo signs. It could be to play a game whose rules are unspoken, or one in which tools change meaning. It could be an experiment with different kinds of flags. As usual, the games will change and develop as we go. Contact us if you have ideas, or just come prepared to improvise.

When: Sunday 27 January, noon to 3 pm
Where: Elm Park, Kerrisdale (41 Avenue @ Elm)

Ben Rubin’s “San José Semaphore”, a code-based artwork atop Adobe’s HQ. Anyone can attempt to crack the code.

League is an open gathering for playing invented games and sports, to experience improvisation, performance, strategy, and critical thinking as play.

Literacy isn’t only about language; it’s about learning and problem-solving. This Family Literacy Day edition of League is organized in collaboration with Decoda Literacy Solutions. Their blog includes ideas and references for learning by playing together, including physician Stuart Brown’s inspiring TED talk about the importance of play to human development and intelligence:

TED talks about play

Some TED talks on questions of play, games, improvisation, iteration, and innovation.

Stuart Brown: Play is more than fun
“A pioneer in research on play, Dr. Stuart Brown says humor, games, roughhousing, flirtation and fantasy are more than just fun. Plenty of play in childhood makes for happy, smart adults — and keeping it up can make us smarter at any age.
“Stuart Brown’s research shows play is not just joyful and energizing — it’s deeply involved with human development and intelligence.”

Mihaly Csikszentmihalyi: Flow, the secret to happiness
“Mihaly Czikszentmihalyi asks, “What makes a life worth living?” Noting that money cannot make us happy, he looks to those who find pleasure and lasting satisfaction in activities that bring about a state of ‘flow.’
“Mihaly Csikszentmihalyi has contributed pioneering work to our understanding of happiness, creativity, human fulfillment and the notion of “flow” — a state of heightened focus and immersion in activities such as art, play and work.”

Tim Brown: Tales of creativity and play
“At the 2008 Serious Play conference, designer Tim Brown talks about the powerful relationship between creative thinking and play — with many examples you can try at home (and one that maybe you shouldn’t).
“Tim Brown is the CEO of the ‘innovation and design’ firm IDEO — taking an approach to design that digs deeper than the surface.”

Gever Tulley: 5 dangerous things you should let your kids do
“Gever Tulley, founder of the Tinkering School, spells out 5 dangerous things you should let your kids do — and why a little danger is good for both kids and grownups.”

Jane McGonigal: Gaming can make a better world
“Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
“Reality is broken, says Jane McGonigal, and we need to make it work more like a game. Her work shows us how.”

Jane McGonigal: The game that can give you 10 extra years of life
“When game designer Jane McGonigal found herself bedridden and suicidal following a severe concussion, she had a fascinating idea for how to get better. She dove into the scientific research and created the healing game, SuperBetter. In this moving talk, McGonigal explains how a game can boost resilience — and promises to add 7.5 minutes to your life.”

Gabe Zichermann: How games make kids smarter
“Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking.”

Steve Keil: A manifesto for play, for Bulgaria and beyond
“Steve Keil fights the ‘serious meme’ that has infected his home of Bulgaria — and calls for a return to play to revitalize the economy, education and society. A sparkling talk with a universal message for people everywhere who are reinventing their workplaces, schools, lives.”

Isabel Behncke: Evolution’s gift of play, from bonobo apes to humans
“With never-before-seen video, primatologist Isabel Behncke Izquierdo (a TED Fellow) shows how bonobo ape society learns from constantly playing — solo, with friends, even as a prelude to sex. Indeed, play appears to be the bonobos’ key to problem-solving and avoiding conflict. If it works for our close cousins, why not for us?”

Played: Sunday 30 December 2012

Going in circles

The end of the year seemed to beg for a cyclical theme. We tried out three different games.

Cyclada

Sketch of ideas for the game that would become Cyclada

Germaine had been thinking about a game (1) in which the playing field would change shape, and (2) that would make use of the two huge maple trees that stand outside the field house. She had vague ideas about a field in which the two trees would be the foci of an oval, and conceived of a game that used the trees as bases and a rope around the trees, which could be pulled by players in order to deform the field. “Sort of a cross between cricket and tug-of-war” was the shorthand description.

Development

Starting with a 100-foot rope that gave a good amount of slack around the trees, this game developed a lot through play. The initial concept was to use a ball, either kicked or thrown by the runner, to start the play. The scoring would continue until the runner either was put out by the ball, or couldn’t run around the bases (trees) because the defense had used the rope to cut off the running path. First we switched to a ring frisbee, to echo the shape of the field, and attempted to put the runner out by hitting one of the trees with the ring. That proved incompatible with the equipment, so we considered outlining a smaller area that would be used as a target for the ring, and tried an additional post onto which the ring could be dropped to put the runner out. However, those solutions were too fussy. It made more sense to use less equipment, so we finally settled on having a frisbee thrown by the runner, with the runner being thrown out by the defense hitting one of the trees with the frisbee thrown from the other tree.

In terms of actions allowed and disallowed, it quickly became clear that we’d have to set some limits on how players could use the rope, so the first rule — don’t hurt the runner — was soon joined by restrictions on blocking: not grabbing other players, not crossing the rope, not grabbing the rope in two locations.

The name of the game evolved from word play: cricket became cicada became Cyclada, in honour of its cyclical character.

Basic rules

We finished the session with the following provisional rules:

  • The field is delimited by a loose rope around two trees. Both teams are on the field at the same time, and take turns at running.
  • The runner starts the action by throwing the frisbee towards the open field. Everyone must be touching the rope at the time the runner plays the frisbee. The runner scores points by running around the two trees, alternately. Each tree is worth one point.
  • Offense and defense move and pull on the rope to change the shape of the field in order to allow or prevent the runner from rounding the trees.
  • The runner can be put out in one of three ways: (1) the defense changes the rope field in such a way that the runner can’t advance; (2) the defense retrieves the frisbee and throws it from one tree to hit the other; or (3) the defense catches the frisbee before it lands on the ground.
  • Fielders cannot grab each other or the runner. They can’t grab the rope in two different locations. They also can’t cross or twist the rope (but can lean on it so that different areas of the rope touch).

Emergent strategy and possible developments

Cousins Derik and Ryan quickly invented the multi-player block, which was so effective it had to be disallowed. We also soon realized that twisting the rope would make it impossible, so that was also nixed. We did, however, allow the rope to be pulled to one extremity and then wrapped around one of the trees to make passage impossible; that was judged to be a failure of offense, not of the game’s mechanics.

It could be interesting to play this again without the frisbee element, only using the rope as the means of controlling the number of points scored on each turn.

New Frisbee

New Frisbee scoring

Pro mountain biker Ryan Leech brought a couple games from The Ultimate Athlete by George Leonard, a book dating from the participatory New Games movement of the 1970s. The interesting character of this game became clear even as Ryan was reading out the rules. Yes, it was based on scoring, and yes, it assumed everyone was capable of playing, but what was interesting is that the players have to judge their own ability to play, a maximum effort up to that ability limit is required, and “perfection is expected and thus not extrinsically rewarded.” It set up an interesting situation in which one’s honour was on the line not only in terms of effort, but also in honesty when assessing and admitting one’s abilities.

The rules

The game is played between two players to 11 points, with throwing and catching roles changing when the active thrower reaches 6 points. The thrower and catcher each have to declare which hand they’ll use to throw and to catch the frisbee. As long as the thrower throws the frisbee in a way that is catchable by the catcher, and the catcher succeeds in catching with the hand he declared, there are no points scored. Points are scored by the catcher when the thrower fails to throw the frisbee in a way that is catchable by the maximum effort of that catcher, or throws it at a greater than 45 degree angle. Points are given to the thrower if the catcher “fails to make an all-out effort”,  uses the wrong hand, or drops or bobbles the frisbee.

Observations

This game effectively gave purpose to may sometimes seem like an aimless pastime. The sportsmanship aspects were really interesting, as individuals had to adjust to different abilities and acknowledge their own abilities. Strategically, the game well played would seem to favour the thrower.

Circle Football

The second game from Leonard’s Ultimate Athlete was Circle Football. Instead of a sport moving back and forth between goal lines, this variation on American football has a small inner circle inside a much larger circle. The goal zone is outside the large circle, and an additional corridor leads outward from the inner circle to the goal zone. The passer stands in the inner circle and has 15 seconds to pass to a teammate or begin to run the corridor to the goal zone. Unlimited passing is allowed once the ball has been passed. The offensive team has three tries to score before turning the ball over.

We didn’t spend enough time to develop a good sense of this game, but George Leonard’s description of it as “tricky and particularly exciting” and requiring “360 degrees, all-around alertness” seems apt.

Circle Football rules from George Leonard, The Ultimate Athlete

 

Why Play?

League was conceived in all seriousness as a forum for playing invented games and sports. (Note: next play date is Sunday 30 December.) Why this focus on play, you ask? Isn’t it a frivolous pursuit? This reaction isn’t unexpected. On one hand play might be dismissed a useless luxury, and on the other it could be characterized as trifling because of its concern with rules.

Yet on the contrary, many have argued that play is a fundamental human impulse, even one of our highest achievements. Thinkers from the realms of psychology, philosophy, sociology, anthropology, education, and theology, have argued for the importance of play. Their varied defenses of play do not deny the characterizations of play as both free and rule-bound, and in fact argue that these properties are part of what makes play one of the great human goods.

Play is fundamentally tied to human culture
In an important early definition of play, Johan Huizinga identified play as free and set apart from ordinary life, a sacred activity that unfolds within a delimited sphere — the “magic circle” of play. Play creates and respects order, is utterly absorbing for players, and is unrelated to material interest.(1) With these characteristics of freedom and order, play precedes — and indeed is one of the conditions that generates — human culture. “Civilization is, in its earliest phases, played. It does not come from play(…) it arises in and as play, and never leaves it.”(2)

Anthropologist Roger Caillois buit on Huizinga’s work, describing play as “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.”(3) Yet play is an essential component of human society; many social structures and behaviours can be viewed as forms of play. Caillois outlined fundamental forms of play, each of which also range between structured and spontaneous: games of chance, role playing, competition, and vertigo (altered perception). These forms of play tend to be institutionalized within societies: for instance, games of chance take cultural form in lotteries, institutional from as the stock market, or appear corrupted in the form of superstitions. Play is embedded throughout human culture.

Play is an ultimate human goal
Some might wish to dismiss play as inconsequential because it is constrained by rules. Yet in the philosophical work The Grasshopper: Games, Life and Utopia, Bernard Suits undertakes to define what a game is, and finally concludes that play is central to human ideals, and thus to any conception of Utopia. Suits provides the very useful definition that “playing a game is a voluntary attempt to overcome unnecessary obstacles”(4) and a “lusory attitude” as a psychological will to accept rules in order to enter a state of play. It is the voluntary acceptance of limitations — the uncoerced freedom of play — that marks its exalted nature. In Utopia, we would be free to play.

Play is central to a meaningful life
Is luxury really the best way to characterize play? Since Aristotle, happiness has often been thought of as an ultimate goal of humans. However, as Mihály Csíkszentmihályi elaborates, it is not material luxuries that produce happiness or satisfaction, but rather the cultivation of conditions of “optimal experience.”(5)

In his primary work Flow: The Psychology of Optimal Experience, Csíkszentmihályi describes states of flow in the realms of physical activity, ritual, thought, creative play, and work. These are all activities that, like games, involve action within rules. “What makes these activities conducive to flow is that they were designed to make optimal experience easier to achieve. They have rules that require the learning of skills, they set up goals, they provide feedback, they make control possible. They facilitate concentration and involvement by making the activity as distinct as possible from(…) everyday existence.”(6) Certainly, these activities also can be pursued without attaining a state of flow, but the implications of Csíkszentmihályi’s arguments are that flow is important for these activities to feel meaningful.

A psychologist largely concerned with questions of creativity and joy, Csíkszentmihályi outlines flow as a satisfying state of concentration, engagement and absorption in an activity. Importantly, to achieve a state of flow requires a balance — play, in other words — between challenge and skill: “a sense that one’s skills are adequate to cope with the challenges at hand, in a goal-directed, rule-bound action system that provides clear clues as to how well one is performing. Concentration is so intense that there is no attention left over to think about anything irrelevant, or to worry about problems. Self-consciousness disappears, and the sense of time becomes distorted. An activity that produces such experiences is so gratifying that people are willing to do it for its own sake, with little concern for what they will get out of it, even when it is difficult, or dangerous.”(7)

Play is transformative
Poet Diane Ackerman builds on Csíkszentmihályi’s concept of flow. Ackerman sees the possibility of “deep play” in myriad human endeavours, including experiences in face of nature, during extreme pursuits, in dramatically isolated situations, and working with language. “Deep play arises in such moments of intense enjoyment, focus, control, creativity, timelessness, confidence, volition, lack of self-awareness (hence transcendence), while doing things intrinsically worthwhile, rewarding for their own sake, following certain rules (they may include the rules of gravity and balance), on a limited playing field. Deep play requires one’s full attention.”(8)

Importantly, though, these activities are not categorically playful, but rather deep play is a state of absorption in a situation irrespective of its character. It is ecstatic, rapturous experience. “Deep play is the ecstatic form of play. In its thrall, all the play elements are visible, but they’re taken to intense and transcendent heights. Thus deep play should really be classified by mood, not activity. It testifies to how something happens, not what happens. Games don’t guarantee deep play, but some activities are prone to it: art, religion, risk-taking, and some sports”.(9)

Ackerman describes deep play in terms approaching religious, making clear that the transformative experiences she’s talking about have little to do, or are even impeded by, the proscribed habits of religion, although ritual delimitation is part of what creates the sacred space of play. “For humans, play is a refuge from ordinary life, a sanctuary of the mind, where one is exempt from life’s customs, methods, and decrees. Play always has a sacred place— some version of a playground — in which it happens. The hallowed ground is usually outlined, so that it’s clearly set off from the rest of reality. This place may be a classroom, a sports stadium, a stage, a courtroom, a coral reef, a workbench in a garage, a church or temple, a field where people clasp hands in a circle under the new moon. Play has a time limit, which may be an intense but fleeting moment, the flexible innings of a baseball game, or the exact span of a psychotherapy session.”(10)

Play connects us with great ideas
Theologian Michael Novak has also written of the great passions that we are willingly drawn into when engaged with sports in particular. Novak explains the impulse to play and follow sports in terms of their conversation with ritual. “Even in our own secular age and for quite sophisticated and agnostic persons, the rituals of sports really work. They do serve a religious function: they feed a deep human hunger, place humans in touch with certain dimply perceived features of human life within this cosmos, and provide an experience of at least a pagan sense of godliness.”(11)

Novak’s classic The Joy of Sports is a convincing exposition on the religious character of sports that is reminiscent of early definitions of play as foundational to culture. “Play is the most human activity. It is the first act of freedom.”(12) “Play is not tied to necessity, except the necessity of the human spirit to exercise its freedom, to enjoy something that is not practical, or productive, or required for gaining food and shelter. Play is human intelligence, and intuition, and love of challenge and contest and struggle; it is respect for limits and laws and rules, and high animal spirits, and a lust to develop the art of doing things perfectly. Play is what only humans truly develop.”(13)

Novak notes that only certain ideologies privilege work over play, and provides an alternate view of play as the ultimate ideal. “Play, not work, is the end of life. To participate in the rites of play is to dwell in the Kingdom of Ends. To participate in work, career, and the making of history is to Labor in the Kingdom of Means.(…) Work, of course, must be done. But we should be wise enough to distinguish necessity from reality. Play is reality. Work is diversion and escape.”(14)

Play is a survival skill
Within Maslow’s hierarchy of needs (in which fundamental physiological and safety needs must be fulfilled before questions of self-esteem), play is one of the concerns that are attended to once basic needs are secured.(15) Or is it? One could argue that strategic thinking and competition are survival skills, as we see in the branch of economics known as game theory. Problem-solving, socialization and learning through play are also recurrent themes of childhood development theories. Indeed, as Caillois described, play extends to many aspects of human activity.

Tellingly, animals also play. “Evolutionary psychologists believe that there must be an important benefit of play, since there are so many reasons to avoid it. Animals are often injured during play, become distracted from predators, and expend valuable energy.” The evolving theory is that play helps animals prepare to survive in their own particular environments.(16) The parallel to children developing motor- and social skills seems obvious.

Play is pervasive
As computer gaming becomes ubiquitous, as video games become the dominant form of entertainment in contemporary society, and as game design has become big business, it seems ever more pressing to understand the compulsions and potential of play. Experimental game designer Frank Lantz succinctly summarizes the promise of games: “Games can inspire the loftiest form of cerebral cognition and engage the most primal physical response, often simultaneously.(…) Games are capable of addressing the most profound themes of human existence in a manner unlike any other form of communication — open-ended, procedural, collaborative; they can be infinitely detailed, richly rendered, and yet always responsive to the choices and actions of the player.”(17)

We have reached a point where games are approaching ubiquity, a point where businesses are looking to “gameify” their offerings in order to attract consumers and cash in on those compulsions.(18) Given the pervasiveness of gaming, Lantz states simply why it is important to take play seriously, to push for the best that play can be: “If enough people believe that games are meant to be mindless fun, then this is what they will become. If enough people believe that games are capable of greater things, then they will inevitably evolve and advance.”(19)

Play can do good
We see, then, that there is a long tradition of believing in the good of games and play. Understanding the power of games, there is also emerging a domain of critical game design that takes the social practices of gaming seriously. Game designer Jane McGonigal is concerned with alternate-reality games intended to improve real life, with “pervasive games” that use game imagery to disrupt the conventions of public space, and with ubiquitous computing that imagines game-like interactivity in the real world. She has argued for the collective intelligence of online computer gaming as a powerful engine for solving problems, human evolution, co-operation and trust, producing optimism, and creating meaning. McGonigal goes so far as to say that “playing games is the single most productive way we can spend our time.” Her book Reality Is Broken: Why Games Make Us Better and How They Can Change the World argues that game mechanics, particularly of massively collaborative projects, can be harnessed to make the real world a better place.(20)

It is uncertain whether the types of game that McGonigal proposes will ultimately prove compelling enough to generate continued play. And as play practices evolve and the social stakes are raised, we certainly should ask what games can accomplish, what good they might bring about. But fundamentally, play in itself is a good. Why do we play? Because it is part of what makes us human.

Germaine Koh
Vancouver, December 2012 (21)

Playing “Wicket Awesome” at League

Notes
1.    Johan Huizinga, Homo Ludens: a study of the play element in culture, original Dutch 1938 (Boston: Beacon, 1955), pp. 8-13.
2.    Huizinga, p.173.
3.    Roger Caillois, Man, Play and Games, original French 1958, trans. 1961 (Chicago: University of Illinois, 2001), p. 5-6.
4.    Bernard Suits, The Grasshopper: Games, Life and Utopia, original 1978 (Peterborough, Ontario: Broadview, 2005), p. 55.
5.    Mihály Csíkszentmihályi, Flow: The Psychology of Optimal Experience (New York: HarperCollins, 1990), p. 1-3.
6.    Csíkszentmihályi, p. 72.
7.    Csíkszentmihályi, p. 71.
8.    Diane Ackerman, Deep Play (New York: Vintage, 1999), p. 188.
9.    Ackerman, p. 12.
10.    Ackerman, p. 6.
11.     Michael Novak, The Joy of Sports: End Zones, Bases, Baskets, Balls, and the Consecration of the American Spirit (New York: Basic Books, 1976), p. 20.
12.    Novak, p. 32.
13.    Novak, p. 33.
14.    Novak, p. 40.
15.    “Maslow’s Hierarchy of Needs”, Wikipedia, saved 28 December 2012, http://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs.
16.     “Play and Animals” in “Play (activity)”, Wikipedia, saved 28 December 2012, http://en.wikipedia.org/wiki/Animal_play#Play_and_animals.
17.     Frank Lantz, “Foreword” in Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press, 2003), p. x.
18.     Nick Wingfield, “All the World’s a Game, and Business Is a Player”, New York Times, 23 December 2012. http://www.nytimes.com/2012/12/24/technology/all-the-worlds-a-game-and-business-is-a-player.html?hp&_r=0.
19.    Lantz, p. xi.
20.     Promotion at http://realityisbroken.org for Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World (Penguin, 2011).
21.     Thanks to Ian Verchere for reading and editing.

Upcoming play 30 December

Next play date: Sunday 30 December, from noon.

Going in circles

The world hasn’t ended, and a new year looms, so this date will honour all things cyclical: circles, looping, turning-about, maybe snowballs. Reach out if you have ideas, or just come prepared to improvise.

The Kerrisdale Village News just wrote about this aspect of League:

…artist Germaine Koh is looking for the sports-minded who like a little ‘improv’ in their games.

What do you get when you mix the origins of an established sport with a healthy dose of improvisation? Well, you get “League”.

[full article]

 

December: Toy Hacking Tuesdays

Germaine Koh, "Call" in progress

Germaine Koh, “Call” in progress

Get into the spirit of the season by giving new life to an old toy or or new meaning to a broken gadget.

League is toy hacking Tuesday evenings in December, from 5pm on.

Bring toys and gadgets we can crack and rewire, electronic tools and components if you have them, and other materials we could use as grafts.

Disclaimer: we have limited knowledge and equipment, and specialize only in voiding warranties.

Barbie Liberation Organization: in 1993, RTMark switched the voice boxes of 300+ Barbie and GI Joe figures and placed these into stores, in an act of “shopgiving”.

Some links:

 

Weekly highlights: play in urban space

A bunch of projects crossed our desk recently that are all about re-imagining the potential of urban space.

1.

Jay White walk

Walking East

First off, here’s a project that is underway right now, for an undetermined length of time — perhaps a few days, perhaps more. One of our own, Jay White started out from downtown Vancouver yesterday, November 28, on a long, rule-based walk. You could help him along in some way by giving him a call at 1-778-319-2405.

This is the second of a series of walks he plans to undertake, heading eastwards from downtown Vancouver, according to certain rules, which in this case are:

  • Start at Emily Carr University and walk Eastwards.
  • When I don’t know which route is more East, choose between them completely randomly.
  • A route can be any linear trace created by human and/or non-human: road, sidewalk, deer trail, stream bank, ridgeline, gully.
  • Do not knowingly trespass.
  • Buy food along the way, but do not stray from the random route to buy food.
  • The walk ends when I miss a meal or become exceedingly uncomfortable.

In the first walk he did, he experienced a new connection to, but also estrangement from, the familiar urban environment:

In the first walk, I was struck by the vastly different perspective I had of an area that I’ve lived in for so long. I was also struck by the complete distance I felt from the people in my vicinity, and of my inability to share what I was experiencing in an immediate, direct and personal way. So this time around, I am inviting you to give me a phone call.[...] My cellphone number is 778-319-2405. No pressure!

He also reflected upon what he is ‘accomplishing’ through the walks.

The walks have a variety of meanings for me: They are an excuse to get outside, a means to use my whole body and mind to learn, to come to new understandings of the landscape and the beings that surround me. I’m also seeing it as a part of my art practice, as a means to create art, as art in itself, and as a program of research[...]. Above all, it is something I enjoy more than I ever would have imagined.

It’s a brave idea, putting oneself into a vulnerable situation in order to bear witness to the collective landscape. The project has all kinds of potential for observing transitions in how space is used as one moves from a dense urban landscape into suburban and then agrarian ones: a kind of moving through time and models of social organization as well as through space.

 

2.

Dude Chilling Park

In other Vancouver news, last week another citizen took it into his own hands to help reshape our public space in the name of how it’s actually used. One day a new, seemingly official, Park Board sign appeared in a modest East Van park, renaming it from Guelph Park to “Dude Chilling Park.” The Vancouver Province reported on it, gamely describing the park as “a place where dudes and dudettes can presumably go to, you know, just chill — like the relaxed figure depicted in a sculpture on the park’s grass.” Apparently Park Board vice-chair Aaron Jesper praised the handiwork of the counterfeiter(s), and the Province‘s polling of passers-by also revealed acceptance of the new moniker: “Wendy Stewart, who takes a lunchtime walk around the park every day, was also surprised by the sudden renaming. Given the park serves as a hangout for the homeless, she thinks the renaming might be a form of social commentary. ‘You can see them there, sitting on the bench — they don’t have much,’ she said, adding a lot of families also come to the park to chill. ‘Dudes chilling is OK.’”

Then came the social media campaign. People posted pictures, and a dude named Dustin Bromley started a change.org petition to Mayor Gregor Robertson, to permanently change the park’s name, arguing that it has been “under appreciated, and mostly occupied by empty bottles of mouthwash”, but that could become a destination. Within a few days, the petition had gained 1500 signatures, and the fate of Dude Chilling is now being debated in local and social media. (We sent a suggestion that it could come live in the yard of the League field house in Elm Park.) According to Park Board commissioner Sarah Blyth, it’s on the agenda for the Park Board’s December 10 meeting.

It turns out that the sign was the work of artist Viktor Briestensky, as the Province reported in a follow-up article.

Whatever the eventual fate of Dude Chilling, it succeeded in playfully reminding us that we could all have a part in shaping public space into the forms we’d like, that communal space comes to have its own meanings through use, and that there’s nothing fixed about the space around us.

 

3.

Improv Everywhere, “Black Friday Dollar Store”

New York City “prank collective” Improv Everywhere was at it again on Black Friday. Masters of twisting expectations and disrupting habits in urban space, this time they had 100 people camp out in front of a 99-cent store in the early morning of Black Friday, the biggest retail sales day of the year in the United States. “When the store opened, the crowd rushed inside and made purchases, buying 99 cent items with glee. Actress Cody Lindquist posed as a local NBC news reporter and conducted interviews with confused and delighted store employees and passersby.”

Thank you, Improv Everywhere, for creating one joyfully absurd moment to balance the make-you-despair-of-humanity stories of consumer greed that are otherwise the annual Black Friday news fare.

 

4.

Urban transit

Inhabitat reports on a prototype trampoline sidewalk “built by Estonian firm Salto Architects for the Archstoyanie Festival this summer in Russia. During the festival Fast Track was used for both play and transport, giving visitors a different way to get from one place to another.”

That brings to mind the slide installed at the Overvecht train station in Utrecht. As described last year by the Pop-Up City blog, “the slide offers travellers the opportunity to quickly reach the railway tracks when they’re in a hurry. But above all, the slide is a great instrument to make the city more playful. The ‘transfer accelerator’ was designed by Utrecht-based firm HIK Ontwerpers, and installed as the final piece of the renovation of the Overvecht railway station.”

 

5.

DoTank chair-bombing image by Aurash Khawarzad

 

Chair-bombing

Here’s a project by Brooklyn collective DoTank, who are working to improve the commons through “tactical urbanism” projects. It’s a sort of recipe for improving the livability of public space.

Chair-bombing is the act of building chairs out of found materials, and placing those chairs in a public space in order to improve its comfort, social activity, and sense of place.

DoTank’s chair-bombing process began by building adirondack chairs made from discarded shipping pallets. The DIY chairs were placed in public areas that were in need of street furniture. These places included sidewalks in front of coffee shops, transit stops with no seating, and other areas with potential to become quality public spaces, but were suffering from a dearth of public amenities.

[Thanks to Maia and Andreas from Grey Sky Thinking for the lead.]

 

6.

Toshiko Horiuchi MacAdam

ArchDaily posted a profile of artist Toshiko Horiuchi MacAdam, who makes brightly coloured, hand-knit installations and public spaces. Inspired by natural architectural forms and her own background as a textile designer, her practice has developed through a sensitive observation of materials and forces. Her approach sounds like play: “Most of my artwork involves architectural ideas or references. I am interested in how form is created through tension and the force of gravity including the weight of the material itself and textile structures. It is the intersection of art and science – like geometry – which we observe in nature. ”

[Thanks to architect Carla Smith for the lead. Go check out her coaching project Roller Derby Athletics.]

 

7.

9-Man

And lastly, here’s a Kickstarter campaign for 9-Man, a feature documentary directed by Ursula Liang, about an extremely localized street version of volleyball played in Chinatowns since the 1930s. Playing against stereotypes and segregation of Asians, it was a game that developed in isolation within large cities.

  9-MAN is a streetball game played in Chinatown by Chinese-American and Chinese-Canadian men. It’s fast, chaotic, unpredictable, grueling; the rules are distinct and exist no where else in the world—imagine volleyball with 18 guys, dunks, and bloodied elbows. This is a sport that is completely unique to Chinese-Americans and therefore something very special to those who play it. Why haven’t you heard of it? Because it’s played only by men. And two-thirds of the players have to be “100% Chinese”. And perhaps because good things are often kept secret. If you’re not part of the 9-man community, you may have no idea what an incredible scene it is. We’re trying to change that.

The documentary promises to reveal something of the particular social conditions that this particular sport grew out of. If you want to help the film get made, head over to their Kickstarter page before December 21 to give them a hand.

 

Played: Sunday 25 November 2012

Everyone was asked to bring a stick of some kind, and it was a funny sight to see people arriving at the field with brooms, umbrellas, lacrosse- and hockey sticks, branches, a mop, and a piece of bamboo. Others pulled out chopsticks and sticks of Juicy Fruit.

The idea behind the vaguely-worded stick request was to start us thinking about how games can stand in for real life activities like probing, battling, moving things, or navigating; how sports and game equipment might have originally been adapted from tools or objects at hand; and about the potential for all kinds of things we have lying around our homes.

After warming up by trying to figure out the mechanics of the traditional native game called Double Ball, we started by thinking about a game suitable for people of all ages.

Sonic Pick Up Sticks

League - Sonic Pick Up SticksI’ll tentatively call it Sonic Pick Up Sticks, but if someone has a better name, please suggest it.

The basics:

The basic idea is to sneak around a blindfolded person, collecting objects from around him or her. You are safe unless s/he hears and points at you.

The iterations:

This game changed a lot, as we figured it out, even reversing its basic direction.

  •  First, we spread out a bunch of sticks around the blindfolded person and tried to pick them up without being heard. Because they were spread out, it became a kind of free-for-all instead of a turn-based procedure, and it was quite hard to distinguish a single person.
  • Then, we thought that perhaps we would hear better if instead of picking up, people put sticks down around the blindfolded person, trying to get each one as close as possible without him hearing and pointing. So we tried that, but it was still quite chaotic, as multiple kids tried to go at once and the blindfolded person ended up pointing almost at random.
  • Then we realized we could make the action more challenging by making it like classic pick-up sticks, with the various kinds of sticks piled up around the blindfolded person. (That person looks a bit like someone about to get burned at the stake, which wasn’t intended but is an interesting perception combined with the vulnerability of their being blindfolded.) This iteration started to work well, although we needed to introduce some traffic control to ensure that only one person at a time was trying to pull a stick.
  • Lastly, with a bit more order established, we tried a version in which the blindfolded person was told when someone was coming, and they could point only three times. This iteration worked very well, making it quite difficult to pick up any sticks successfully.

League - Sonic Pick Up SticksNote that the advantage may have been more with the blindfolded person if this game were played in a quiet space rather than a city park.

Emergent strategy:

Most people naturally tried slow sneaking, but League regular Bruce did successfully pull off one run-and-grab. Wyatt tried faking out the blindfolded person by throwing his hoodie to a different part of the circle. As with regular pick-up sticks, placement makes a difference to difficulty, but in this version the shape and material of the sticks also was a factor.

Character of the game:

This game came about by attempting to craft something that would be suitable for young children and adults. It was interesting that it ended up creating what felt and looked like a vulnerable situation for the person in the middle, physically hampered and blinded. It was also somewhat unusual in that it privileged slow, quiet movement and careful listening. Perhaps the advantage of young ears was balanced by the elders’ patience.

League - Sonic Pick Up Sticks

 

Field Pong

League - Field PongField Pong was a partly-formed idea brought by Germaine. The idea is that, like Pong, players form blocking lines to deflect balls — in this case runners — who are trying to score points.

The basics:

Two teams face each other, with a number of other people as runners. The teams form walls by holding any of the sticks. A wall must include at least two people holding the stick at all times. A number of cones are set on the end lines, representing points to be scored by the runners. The runners have to stay in bounds, and must change direction (running towards the other end line) when they are touched by a wall, or they reach an end line, or they grab a cone to score a point. They can move side to side but cannot backtrack. They can score points on both end lines.

League - Field PongEmergent play:

There was some very intense running, dodging and diving, with not everyone following the guidelines about running direction. Semi-cooperative strategies emerged when runners approached simultaneously, so that the walls had to choose one or the other.

Character of the game:

The way we played it, this game has an unusual structure in that there are essentially three teams: one defending each end, and the runners trying to outscore each other. If played again, we could try to make those fixed teams that rotate between the positions.

The verdict:

It has potential, but the functions would need to be clarified. We could further the rare situation of a team game involving three teams by finding a way to make it worth it to play effective defense. Alternately, we could modify it so that there are only two teams, with runners from each team.

League - Field Pong

 

League - Wicket AwesomeWicket Awesome

Ian brought this idea for a cross between Ultimate and cricket. The goals were three sticks of equal length propped together as a tripod. First we tried short sticks, but quickly switched to hockey sticks. One point was given for knocking over the tripod with the frisbee, and five for landing the frisbee on the ground inside the goal. There were no field boundaries, but when you had possession of the frisbee you couldn’t take steps.

League - Wicket AwesomeGame play:

This initial play was a lot of swarming around after the frisbee, but would probably develop into something more positional (and more efficient) with more play. We started with a soft, kid-friendly, but erratic frisbee, but as soon as we switched to a standard frisbee the positioning spread out.