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Holly Gramazio

Events, Games

Now Play This 2017

Now Play This 2017 is over! It ran from 7-9 April, and we’ve collected a few pictures (taken by Ben Peter Catchpole) above – click through the gallery to see them, or pop over to our Facebook gallery to see a larger selection.

You can also read about how other visitors found the experience, and catch up on their pictures, with:

And don’t forget that until 7 May, you can still visit Game Changers: Another Way to Play, an exhibition looking at billiards, chess, mazes and their evolution over time. (We’ll write a little more about Game Changers next week…)

Playable Patterns

We recently spent a week at QUAD in Derby as part of our digital participatory artist residency. We’ll be going back in February; this post discusses what we’ve been making so far, and the games we’ve been testing out with different groups of players at QUAD.

When we play a digital game, we expect the game to pay attention to us. To know what we’re doing. To respond. Which is reasonable, right?

But the board of a board game doesn’t know what piece you’ve put down (well, with some exceptions). A hopscotch grid chalked on the ground doesn’t light up to let you know where your stone fell.

During our time at QUAD, we’ve been thinking about what happens if you try to make digital games where the play is socially, rather than technologically, mediated. What possibilities exist in this design space that are different from both traditional digital games, and from purely analogue installations?

Playable Patterns is an ongoing experiment in playable digital work where the interaction and play happens purely between people; where the computer doesn’t look at what you’re doing. Specifically, it’s a series of patterns that move and change in particular ways, designed to be projected onto walls or floors in order to enable people to play.

Drawing Games

Paper is pretty neat: cheap, portable, foldable, strong, easy to decorate, easy to tear. You don’t need to get it made specially from scratch. You don’t need to teach players what it does.

For New York University’s No Quarter, coming up at Starr Space Gallery on 28 October, we’ve made a set of games that explore paper as a medium. We’re looking specifically at the interaction between gameplay, rules and drawing, trying to create games where people’s responses to the rules create both a gameplay experience and a visual artefact. The games themselves are pretty different – a set of three two-player strategy games, a game of communal drawing over an evening, and a multiplayer party game – but they all come out of this area of overlap.