CALL FOR CONTRIBUTIONS: BOOK ON GAMES, ARCHITECTURE, URBANISM
Von Friedrich von Borries am 27. März 2006 um 17:14
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
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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 way 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 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 AND REQUIREMENTS
Please e-mail your proposals to editorsspacetimeplayorg">editorsspacetimeplayorg. 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 http://www.raumtaktik.de">raumtaktik, Germany)
Steffen P. Walz (http://wiki.arch.ethz.ch/twiki/bin/view/Main/SteffenPWalz">ETH Zurich, Switzerland)
Ulrich Brinkmann (http://www.bauwelt.de">bauwelt Magazine, Germany)
Matthias Böttger (Agentur http://www.raumtaktik.de">raumtaktik, Germany).
PUBLISHER
http://www.birkhauser.com">Birkhäuser – Publishers for Architecture, Basel / Boston /Berlin
PUBLISHING DATE
Spring 2007.
SPONSORS
-ETH Zurich, Chair for Computer Aided Architectural Design, Prof. Dr. Ludger
Hovestadt
-Swiss National Fund 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
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