Stokes, Benjamin,
Locally played : real-world games for stronger places and communities / Benjamin Stokes ; foreword by Tracy Fullerton. - 1 PDF (288 pages).
Intro -- Contents -- Foreword -- Acknowledgments -- 1: Introduction: A New Opportunity -- The Social Basis of Local Games -- The Right Kind of Game -- A Definition: Local Community Games -- Which Games? Two in Preview -- Traction Depends on Local Fit -- Avoiding "Games" of the Wrong Kind -- How This Book Investigates Local Games -- How to Read This Book -- Part I -- 2: Social Exchange: Macon Money -- Justine's Trajectory -- Does It Count as a Local Game? -- What Shapes Success? -- 3: Local Fit: A Framework for Stronger Communities -- Four Roads to Community Strength Local Fit: Impact through Better Alignment -- Part II -- 4: Game Mechanics and Social Policy: Fit in Macon -- Where the Data Comes From -- Tracing the Social Mixing -- New Frontier: Games as Socioeconomic Policy -- More Fit to Come -- 5: Small Groups and Network Science: Reality Ends Here -- A Game for Team Creativity -- Tracing the Game -- Looking Deeper: Network Methods -- Counterpoint: A Failure to Adapt -- 6: Circulating across Platforms: Playful Movement, Stories, and Civic Data -- Longstanding Investments -- Case Study: Placemaking (and Keeping) -- Contrasting Case: City Data and Mapping From Method to Mainstream -- 7: Reclaiming Commercial Games: Cities Remix Pok�emon GO -- Comparing Cities and Tactics -- Model 1: Street Festivals and Large Public Events -- Philly Free Streets-and Networked Recruiting -- Model 2: Neighborhood Hosts with Walking Tours -- Model 3: Local Voice and Rewriting Game Content -- Picking the Right Model -- 8: Sustainable Growth and Design: Embedding with Scale -- Growing the Right Things -- The Blinders of Mass Media -- Adapting and Embedding -- What If: "Locally Played" as an Invitation -- Rethinking Cost as Investment -- Adaptive Scaling: For Quality Sharing Power in Design -- Retaining a Playful Spirit -- Notes -- Chapter 1: Introduction -- Chapter 2: Social Exchange -- Chapter 3: Local Fit -- Chapter 4: Game Mechanics and Social Policy -- Chapter 5: Small Groups and Network Science -- Chapter 6: Circulating across Platforms -- Chapter 7: Reclaiming Commercial Games -- Chapter 8: Sustainable Growth and Design -- Bibliography -- Index
Restricted to subscribers or individual electronic text purchasers.
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pok�emon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the (3z(Bbuy local(3y (Beconomy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games (3z(Bfit(3y (Bto the local community - not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money , where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here , where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pok�emon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Mode of access: World Wide Web
9780262356923
Games--Social aspects--United States.
Community development, Urban--United States.
Community life--United States.
Neighborhoods--United States.
United States.
Electronic books.
GV1201.38 / .S76 2020eb
306.4/81
Locally played : real-world games for stronger places and communities / Benjamin Stokes ; foreword by Tracy Fullerton. - 1 PDF (288 pages).
Intro -- Contents -- Foreword -- Acknowledgments -- 1: Introduction: A New Opportunity -- The Social Basis of Local Games -- The Right Kind of Game -- A Definition: Local Community Games -- Which Games? Two in Preview -- Traction Depends on Local Fit -- Avoiding "Games" of the Wrong Kind -- How This Book Investigates Local Games -- How to Read This Book -- Part I -- 2: Social Exchange: Macon Money -- Justine's Trajectory -- Does It Count as a Local Game? -- What Shapes Success? -- 3: Local Fit: A Framework for Stronger Communities -- Four Roads to Community Strength Local Fit: Impact through Better Alignment -- Part II -- 4: Game Mechanics and Social Policy: Fit in Macon -- Where the Data Comes From -- Tracing the Social Mixing -- New Frontier: Games as Socioeconomic Policy -- More Fit to Come -- 5: Small Groups and Network Science: Reality Ends Here -- A Game for Team Creativity -- Tracing the Game -- Looking Deeper: Network Methods -- Counterpoint: A Failure to Adapt -- 6: Circulating across Platforms: Playful Movement, Stories, and Civic Data -- Longstanding Investments -- Case Study: Placemaking (and Keeping) -- Contrasting Case: City Data and Mapping From Method to Mainstream -- 7: Reclaiming Commercial Games: Cities Remix Pok�emon GO -- Comparing Cities and Tactics -- Model 1: Street Festivals and Large Public Events -- Philly Free Streets-and Networked Recruiting -- Model 2: Neighborhood Hosts with Walking Tours -- Model 3: Local Voice and Rewriting Game Content -- Picking the Right Model -- 8: Sustainable Growth and Design: Embedding with Scale -- Growing the Right Things -- The Blinders of Mass Media -- Adapting and Embedding -- What If: "Locally Played" as an Invitation -- Rethinking Cost as Investment -- Adaptive Scaling: For Quality Sharing Power in Design -- Retaining a Playful Spirit -- Notes -- Chapter 1: Introduction -- Chapter 2: Social Exchange -- Chapter 3: Local Fit -- Chapter 4: Game Mechanics and Social Policy -- Chapter 5: Small Groups and Network Science -- Chapter 6: Circulating across Platforms -- Chapter 7: Reclaiming Commercial Games -- Chapter 8: Sustainable Growth and Design -- Bibliography -- Index
Restricted to subscribers or individual electronic text purchasers.
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pok�emon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the (3z(Bbuy local(3y (Beconomy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games (3z(Bfit(3y (Bto the local community - not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money , where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here , where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pok�emon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Mode of access: World Wide Web
9780262356923
Games--Social aspects--United States.
Community development, Urban--United States.
Community life--United States.
Neighborhoods--United States.
United States.
Electronic books.
GV1201.38 / .S76 2020eb
306.4/81