[spectre] Call: BOOK ON GAMES, ARCHITECTURE, URBANISM

Rob van Kranenburg kranenbu at xs4all.nl
Wed Mar 29 23:42:58 CEST 2006


please feel free to forward to colleagues, lists, blogs...apologies  
for cross postings,

thanks & best regards,

friedrich von borries
steffen p. walz
ulrich brinkmann
matthias böttger

editors at spacetimeplay.org
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***Call for Book Contributions and Project Presentations***


SPACE TIME PLAY
Games, Architecture, and Urbanism.


ABOUT SPACE TIME PLAY
What is computer and video game space - and: is there an  
architectural history of
game space-time? How do architectures, city spaces, and landscapes  
change when
they are transformed into physical game boards, or when they become  
an extension
of a desktop computer game? How can architects and urban designers  
apply games
and game technologies as tools for drafting and planning?

Across 500 pages, the edited book publication Space Time Play will  
investigate these
questions by compiling designs, best practice examples, as well as  
essays,
interviews, succinct statements, and game space analyses.

The editors have already confirmed contributions to Space Time Play by
internationally renowned theoreticians and practitioners, including:  
Gerhard M.
Buurman, Kees Christiaanse, Drew Davidson, Alberto Iacovoni, Jesper  
Juul, Heather
Kelley, Neil Leach, Lev Manovich, Jesse Schell, Mark Wigley, and Eric  
Zimmerman.
Space Time Play will not only feature these authors, but also  
aspiring players from
the fields of architecture, urbanism, game design, game studies, and  
the arts. These
researchers and artists will present their thoughts, games, and/or  
theme related
works and designs.

The editors are looking for contributions to Space Time Play in the  
form of essays,
project descriptions, and statements. We would like to ask potential  
contributors to
consider the following questions, which are shaping the three main  
sections of Space
Time Play. Please note the submission requirements and procedure in  
the bottom of
this call.


1. THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES
A Brief Space Time History of Interactive Entertainment.

Theory:
-In which ways are computer and video games constructed spatially and
architecturally?
-Which games are milestones concerning their spatial quality, and why?
-Which methods of architectural history and theory could be used to  
evaluate
the spatial development and spatial quality of computer and video games?
-What is the relationship of game space and game time?
-What kind of experience or method in the field of game design could be
applied to the development and evaluation of architecture and urban  
design?
-Which architectural projects should be considered milestones of a  
new playful
architecture, and why?
-Which physical architectures have been influenced by computer or  
video games?
-In how far do innovations of "real" architecture influence game  
architecture,
and vice versa?
-What can architects and level designers learn from one another?
-What kinds of interfaces exist between game design and architectural  
design?

Projects:
-You use your game experience to design spaces in the "real" world?
-You are a game designer and your games have been influenced by specific
architectural objects or urban situations in the real world?

We are looking forward to presenting your projects (realized or  
design stage,
commercial or artistic).


2. PERVASIVE GAMES
Computerizing Dwellings, Cities, and Landscapes for Play Experiences

The city has always been offering spaces for games and play, for  
example stadiums,
coliseums, theaters, playgrounds, or street grid labyrinths. In  
recent years, computer
games have progressed beyond the computer desktop and have acquired a  
new play
dimension by using areas such as cities, buildings, or parks as  
playing fields.

Theory:
-How do mobile games (as well as augmented, hybrid, and mixed reality  
play
scenarios) modify the perception and usage of physical space? Which  
design
and behavioral patterns can be identified?
-How will public space as well as public activities and performance  
change if
interactive entertainment leaves the private home behind to enter public
space?
-What new types of spaces, buildings, and cities might emerge when games
are superimposed on existing spatial structures, thereby embedding a  
novel
(urban) function?
-What kinds of new architectures, urban spaces, and landscapes are  
emerging
by the way of pervasive games?
-Will pervasive games open up a new horizon of a playful city or will  
pervasive
games be the Trojan horse of new technologies of surveillance and  
control?

Projects:
-You have developed pervasive or ubiquitous games?
-You designed new computing devices, tools, interfaces, or techniques  
which
could also be used for games in urban space or in computer / sensor
integrated buildings?

Whether your background is more design or art related, technological,  
or economical
- we are looking forward to present your game (realized or design  
stage).


3. SERIOUS FUN
Utilizing Computer Games and Technologies for Architectural and Urban  
Planning.

Theory:
-When games are being used in planning processes - what is the  
relation of
everyday affordances and the integrity of the magic circle?
-What is the spatial, social, and economical relation of "real space- 
time" and
alternate reality?
-What can architects and planners learn from the spatial and social
experiences that games grant?
-What can we learn from the history of games as simulation tools - be  
it in
military, urban planning or business contexts - today?
-Which new game technologies or gameplay methods could be used for which
aspect of architectural planning and design?

Projects:
-You are using game engines to design or communicate your projects?
-You developed a game as a tool to analyze, change, or modify real  
spaces?
-The design of games is part of your practice as an urban planner,  
architect, or
artist?
-You are using games as tools for participation or participatory design?

Please send us your project (board games, role playing scenarios,  
computer games
etc.), and / or tell us about your design experience.


SUBMISSION PROCEDURE / REQUIREMENTS AND CONTACT
Please e-mail your proposals to editors at spacetimeplay.org. Do not  
hesitate to
contact us if you have any further questions.

-> Essays and statements
Please submit your 500 word abstract for either a 3'000 - 5'000 word  
essay or for a
1'000 word statement. This abstract should be a Word document that  
also contains
your name, affiliation, address, and contact information. In  
addition, please indicate
the section you are submitting for.

-> Projects descriptions and designs
Please send us a one page description for each design project as a  
PDF. The
description should contain image material. Please help us understand  
your project by
including the following aspects in your presentation: Scope and goal  
of the design
project, partners, realization status, design challenges, lessons  
learned, and,
possibly, a URL where we can play your project, download a trailer  
movie (please
specify requirements such as codec), or additional material.

If you explicitly consider your project a game, please let us know in  
your PDF in
which way your design space reflects or constitutes (a) formal game  
elements, e.g.
rules, player interactions, objectives, rewards, and conflict; and  
(b) dramaturgical
elements, e.g. premise, story (arc), characters, and challenges.


DEADLINES FOR CONTRIBUTION PROPOSALS
Essays and statements (Word doc): 15.05.2006
Projects descriptions and designs (PDF): 15.05.2006


EDITORS
Friedrich von Borries (Agentur raumtaktik, Germany)
Steffen P. Walz (ETH Zurich, Switzerland)
Ulrich Brinkmann (bauwelt Magazine, Germany)
Matthias Böttger (Agentur raumtaktik).


PUBLISHER
Birkhäuser - Publishers for Architecture, Basel / Boston / Berlin.
www.birkhauser.com


PUBLISHING DATE
Spring 2007.


SPONSORS
-ETH Zurich, Chair for Computer Aided Architectural Design, Prof. Dr.  
Ludger
Hovestadt
-Swiss National Science Foundation, NCCR Mobile Information and
Communication Systems (MICS)
-University for Art, Media, and Design Zurich (HGKZ), Interaction  
Design /
Game Design Program, Prof. Dr. Gerhard M. Buurman
-ETH Zurich, Chair for Architecture and Urban Planning, Prof. Kees
Christiaanse
-KCAP, Rotterdam, and Astoc, Cologne


-----------------------------------------------------------
space time play
-----------------------------------------------------------
a book project by
friedrich von borries
steffen p. walz
ulrich brinkmann
matthias böttger
-----------------------------------------------------------
editors at spacetimeplay.org
-----------------------------------------------------------
birkhäuser publishers basel / boston / berlin
spring 2007
-----------------------------------------------------------
www.spacetimeplay.org
editors at spacetimeplay.org

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