[p2p-research] needed: definition of pervasive gaming

Michel Bauwens michelsub2004 at gmail.com
Thu May 7 05:12:20 CEST 2009


Hi Sam,

not sure what your question is exactly referring to, but while creating this
entry,

see http://p2pfoundation.net/Ungeeking

where the original author refers to pervasive gaming ... and I could not
find any definition through google ...

see below in the following text:

*= "Ungeeking is what happens when behaviours developed online make their
way into areas of our lives independent of the technology through which we
learnt them."* [1] <http://www.nesta.org.uk/ungeeking-the-web/>


 Contents [hide <javascript:toggleToc()>]

   - 1 Description <http://p2pfoundation.net/Ungeeking#Description>
   - 2 Examples <http://p2pfoundation.net/Ungeeking#Examples>
      - 2.1 Barcamp <http://p2pfoundation.net/Ungeeking#Barcamp>
      - 2.2 Pervasive
Gaming<http://p2pfoundation.net/Ungeeking#Pervasive_Gaming>

 [edit<http://p2pfoundation.net/Ungeeking?title=Ungeeking&action=edit&section=1>
] Description

Rohan Gunatillake:

"There are two chief aspects to what I call ungeeking. The first is
relatively straightforward, namely the widespread adoption of trends and
tools, which previously have been the domain of the more digitally literate
few.

That which starts at the edge is assimilated into the mainstream and, as
such, the value is amplified manifold, the most obvious example of this
being the development of Facebook as an American university-only tool to a
platform with enormous global penetration.

And just as I rolled my teenage eyes when Radiohead became the biggest band
in the UK and lost the in-crowd cachet I so valued at the time, early
adopters of technology always grumble when their precious services become
commonplace by people who just don't get it - see the 2009 growth of Twitter
in the UK.

However it is incredibly important that valuable services are given the
opportunity to be even more so through mass usage - especially if the value
is related to the network. And in any case, there is always another cool
band.

The second aspect of ungeeking is, however, far more interesting if a little
more subtle. What I am most excited about is how our digital lives are
encouraging us and training us in behaviours that naturally leak into our
wider lives, online or offline." (http://www.nesta.org.uk/ungeeking-the-web/)



 [edit<http://p2pfoundation.net/Ungeeking?title=Ungeeking&action=edit&section=2>
] Examples

>From http://www.nesta.org.uk/ungeeking-the-web/:
[edit<http://p2pfoundation.net/Ungeeking?title=Ungeeking&action=edit&section=3>
] Barcamp <http://p2pfoundation.net/Barcamp>

"Barcamp is a conference format where the participants dictate what sessions
are held, with every attendee expected to actively participate in some way.

As an event in itself it's as lo-tech as you can get: arrive in the morning
to a big piece of paper outlining the meeting rooms and timeslots, then
people use Post-it notes to fill in the grid with the topic they want to
host a session around and lo and behold, you have a full self-organising
conference format.

But Barcamp has its origin in Palo Alto - the hi-tech capital of the known
universe. I don't think this is a coincidence.

My hypothesis is that via a deep literacy of open source software models and
Web 2.0 principles, the people that started Barcamp have sufficient training
in participation, self-organisation and information-gathering based on
passion and curiosity that Barcamp is a web-enabled experience made flesh.

I'll go further still and say that the whole phenomenon of so-called
'unconference' (participant-led formats) is a direct result of the social
web. It's the social web ungeeked into events."


 [edit<http://p2pfoundation.net/Ungeeking?title=Ungeeking&action=edit&section=4>
] Pervasive Gaming<http://p2pfoundation.net/Ungeeking?title=Pervasive_Gaming&action=edit&redlink=1>

"Pervasive gaming takes a different angle by using recognisable mechanics
and techniques from computer games and moving them into physical spaces -
with the results often being radically immersive experiences where you begin
to relate to the people and space around you in new ways.

So just as the growth in social media is helping us relearn the art of
conversation, pervasive gaming is helping us relearn sociability and
engagement with public spaces."


On Thu, May 7, 2009 at 9:54 AM, Samuel Rose <samuel.rose at gmail.com> wrote:

> Where did you come across this at, Michel?
>
> On Wed, May 6, 2009 at 10:11 PM, Michel Bauwens <michelsub2004 at gmail.com>wrote:
>
>> Dear friends,
>>
>> I can't readily find a definition for pervasive gaming, thanks for helping
>> out,
>>
>> Michel
>>
>> --
>> Working at http://en.wikipedia.org/wiki/Dhurakij_Pundit_University -
>> http://www.dpu.ac.th/dpuic/info/Research.html -
>> http://www.asianforesightinstitute.org/index.php/eng/The-AFI
>>
>> Volunteering at the P2P Foundation:
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>>
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>>
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>>
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>
>
> --
> Sam Rose
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-- 
Working at http://en.wikipedia.org/wiki/Dhurakij_Pundit_University -
http://www.dpu.ac.th/dpuic/info/Research.html -
http://www.asianforesightinstitute.org/index.php/eng/The-AFI

Volunteering at the P2P Foundation:
http://p2pfoundation.net  - http://blog.p2pfoundation.net -
http://p2pfoundation.ning.com

Monitor updates at http://del.icio.us/mbauwens

The work of the P2P Foundation is supported by SHIFTN,
http://www.shiftn.com/
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