2021
Thibault, Mattia
Punk gamification e partecipazione ludica critica Journal Article
In: DigitCult, vol. 5, iss. 2, pp. 13-20, 2021, ISSN: 2531-5994.
Abstract | Links | Tags: Alternate reality games, Punk gamification, Urban gamification
@article{Thibault2021g,
title = {Punk gamification e partecipazione ludica critica},
author = {Mattia Thibault},
url = {https://urn.fi/URN:NBN:fi:tuni-202108196648},
doi = {10.53136/979125994120633},
issn = {2531-5994},
year = {2021},
date = {2021-05-07},
journal = {DigitCult},
volume = {5},
issue = {2},
pages = {13-20},
abstract = {This paper aims to establish and expand the idea of punk gamification, in dialogue with the other two provocations in this issue of DigitCult. It starts by outlining the main criticisms that can be moved to the mainstream understanding of gamification, namely the fact that it is a tool to gain power over users and that it can hinder critical thinking by naturalising the users' actions. Subsequently, the paper argues for the necessity of a punk approach to gamification, based around the freedom of the users and on a non-utopian view of play. After having established the core idea of punk gamification, it proceeds by applying it to Alternate Reality Games, so as to underline the importance to include new forms of co-creation and participation. Finally, it engages with the figure of the "zombie" and with the playful practices related to it, positioning the latter among the strategies of urban gamification that can allow citizens to reclaim the environments of the city. In conclusion, punk gamification can be described as an effort of resistance against the neoliberal trend attempting to sanitize and domesticate play, and instead claim its disruptive and social potential.
},
keywords = {Alternate reality games, Punk gamification, Urban gamification},
pubstate = {published},
tppubtype = {article}
}
Thibault, Mattia; Baer, Manuel F.
Urban Gamification During Lockdown and Social Isolation – From the Teddy Bear Challenge to Window Expeditions Proceedings Article
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 130-139, CEUR-WS, 2021, ISBN: 1613-0073.
Abstract | Links | Tags: Borders, COVID-19, Liminal spaces, Urban gamification
@inproceedings{Thibault2021f,
title = {Urban Gamification During Lockdown and Social Isolation – From the Teddy Bear Challenge to Window Expeditions},
author = {Mattia Thibault and Manuel F. Baer},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176587},
isbn = {1613-0073},
year = {2021},
date = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {130-139},
publisher = {CEUR-WS},
abstract = {The first wave of the COVID-19 pandemic that affected many cities around the world during the spring and summer 2020 was often met with regulations requiring people to lockdown, to quarantine or to respect social distancing. Urban spaces often became off-limits and depopulated, filled with borders isolating people confined at home. Nevertheless, in these trying times new forms of urban gamification surfaced, allowing citizens to engage their surroundings playfully, to connect with others and to escape these dire situations. In this paper, we propose an overview of the many playful activities that emerged in the cities hit by the pandemic, organised according to the urban borders they engage (windows, balconies, rooftops). We then focus on how several borders can be engaged by the same play practice, through a gamified application called Window Expeditions, which aims at participatory data generation, while addressing some of the issues related to isolation and reduced mobility of its users. In the conclusions, we discuss the potential role of urban gamification during the pandemic and, in particular, its ability to comfort, connect, increase curiosity and encourage exploration.},
keywords = {Borders, COVID-19, Liminal spaces, Urban gamification},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia
ReClaim: Urban Gamification for City Reappropriations: Final Report Technical Report
2021, ISBN: 978-952-03-2009-6.
Abstract | Links | Tags: Live-action role playing, Transurbanism, Urban gamification, Urban play, Urban toyification
@techreport{Thibault2021h,
title = {ReClaim: Urban Gamification for City Reappropriations: Final Report},
author = {Mattia Thibault},
url = {https://urn.fi/URN:ISBN:978-952-03-2010-2},
isbn = {978-952-03-2009-6},
year = {2021},
date = {2021-01-01},
publisher = {Tampere University},
abstract = {ReClaim is a two-year, EU-funded research project dedicated to the study of Urban Gamification (MSCA-IF-2 017, grant agreement No 793835). The project is led by Dr Mattia Thibault (PI), supervised by Prof. Juho Hamari, and co-supervised by Dr Judith Veenkamp and Dr Gabriele Ferri. ReClaim ran between September 2018 and September 2020. This report offers an overview on its main activities and findings. After an introduction and an overview of the project outreach, the report is structured into five distinct sections. After a Visual Abstract, the first section presents the research outcomes related to the conceptualisation of “urban gamification”, its strategies and applications, and how it can help us rethink gamification altogether. The second section offers a preview on the results of two series of expert interviews (a traditional one and a boardgame-based one) with designers and academics involved in pervasive games, urban play, larps, DIY urbanism and similar. The third section presents several studies dedicated to specific case studies or fields of application of urban gamification (tourism, sustainability, memory etc.). The fourth section is dedicated to the practical implementations and designs that were part of the project, notably the urban toyification activity Jurassic Tampere and the playful data visualisation device ROOK. The fifth section, finally, throws a glance at the future of urban spaces and at the role of play within them exploring the concept of transurbanism. The report terminates with some conclusions and a detailed account of the project’s academic outcomes. Two appendices are dedicated to the professional profile of the PI of ReClaim, Mattia Thibault, and to a photo album.
},
keywords = {Live-action role playing, Transurbanism, Urban gamification, Urban play, Urban toyification},
pubstate = {published},
tppubtype = {techreport}
}
2020
Hassan, Lobna; Thibault, Mattia
Critical Playable Cities Book Section
In: Nijholt, Anton (Ed.): Making Smart Cities More Playable: Exploring Playable Cities, pp. 17-85, Springer Nature, 2020, ISBN: 978-9811397677.
Abstract | Links | Tags: Critical design, Critical playable cities, DIY urbanism, Ludicisation, Urban gamification
@incollection{Hassan2020,
title = {Critical Playable Cities},
author = {Lobna Hassan and Mattia Thibault},
editor = {Anton Nijholt},
url = {https://urn.fi/URN:NBN:fi:tuni-202011107888},
isbn = {978-9811397677},
year = {2020},
date = {2020-08-14},
booktitle = {Making Smart Cities More Playable: Exploring Playable Cities},
pages = {17-85},
publisher = {Springer Nature},
abstract = {This chapter outlines a specific framework for the creation of critical playable cities. This framework combines three different concepts: DIY urbanism, critical design and urban gamification which are seen as complementary to each other. Cities are complex systems. Various actors often explicitly or implicitly harmonize or collide to shape the landscape of a city and its future. In the past decades, there has been an increased interest in activating citizens as vital actors in shaping urban life. This has taken place through various practical works and research around the paradigms of Playable Cities, DIY Urbanism and Gamification amongst other paradigms. Urban gamification - that is, using play and playfulness to alter our perception of and interactions with city spaces - is specifically emerging as one of the main strategies to activate citizens. Urban gamification alone, however, risks to be disconnected from the urban fabric and its communities. In this chapter we argue that combining it with the grassroot approach of DIY urbanism and the thought-provoking techniques of critical design creates a unique, multi-dimensional approach to designing urban experiences. This chapter, then, aims at exploring how play can be used by citizens as a mean for critical reflection and practical re-appropriation of public urban spaces.},
keywords = {Critical design, Critical playable cities, DIY urbanism, Ludicisation, Urban gamification},
pubstate = {published},
tppubtype = {incollection}
}
2019
Heljakka, Katriina; Ihamäki, Pirita
N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching Book Section
In: Diaz, Lily; Dragu, Magda; Eilittä, Leena (Ed.): Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality, pp. 220-241, Aalto University Press, 2019, ISBN: 978-952-60-8311-7.
Abstract | Tags: Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification
@incollection{Heljakka2019c,
title = {N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching},
author = {Katriina Heljakka and Pirita Ihamäki},
editor = {Lily Diaz and Magda Dragu and Leena Eilittä},
isbn = {978-952-60-8311-7},
year = {2019},
date = {2019-07-22},
booktitle = {Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality},
pages = {220-241},
publisher = {Aalto University Press},
abstract = {In this study we explore the convergence of art and game present in the so-called ‘gamification’ the Sigrid-Secrets, an urban geocaching trail. The starting point for our investigation is the idea that the participants to the ‘gamified’ art experience are committed to interact with the visual artworks they encounter and share their experiences with the other users. By closely studying this game, we get a better insight into the concept of gamification, which allows its users to engage with both art and game (i.e. digital technologies) simultaneously.},
keywords = {Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification},
pubstate = {published},
tppubtype = {incollection}
}