Three game environments

From the bones and knuckles games in early Egypt to the latest VR immersion, we have long been playing games. Due to ongoing technical development, the level of realness for our make believe environments are changing (Valkenburg & Peter, 2006). Here we investigate concepts involved in learning and behaviour change for three game environments that each have a different way in which they make themselves more real to us.

  1. Alternate Reality Games
    A multimedia platform of storytelling, collaboration required to solve challenges, persistent world, no avatar representation.
  2. Massively Multiplayer Online
    Avatar based interactions, persistent world, social interactions, both collaboration and competition with other players.
  3. Exergames
    Physical movement as game control, both with and without avatar representation, often used in rehabilitation/physical therapy settings.

Alternate Reality Games

Multiple elements make up an Alternate Reality Game (McGonical, 2003) and (Montola, 2005)

  1. The puppet master
  2. A rabbit hole or a trail head
  3. The curtain
  4. TING rhetoric

The puppet master is the game master or storyteller of the ARG environment. This is the person (or persons) weaving the players content in with the narrative and providing clues and challenges where appropriate. A starting point of an ARG is known as a ‘rabbit hole’ or ‘trail head’. The ‘rabbit hole’ is defined by Merriam-Webster’s dictionary as “A bizarre or difficult state or situation, usually used in the phrase down the rabbit hole. From the rabbit hole that Alice enters in Lewis Carroll’s Alice in Wonderland.”  Usually such a starting point into the game is online.  The division between the players and the puppet masters is dubbed the curtain, referring to the red velvet drapery a magician uses to hide the mechanisms behind his trickery so that the audience might stay in a state of wonder.  The This Not a Game – or TING- rhetoric is maintained at the player-side of the curtain. Everything that the players interact with is real in the sense that it is functional; websites, places and persons referred to in the game play actually exist and can be interacted with by the players. Nowhere does the game describe itself as a game, the fiction of the alternate reality that is built in an Alternate Reality Game is maintained throughout.

“Players were never meant to believe the This Is Not a Game rhetoric… it was obviously a game. There was nothing we could do about that. What we could do was make it a game with an identity crisis. If I know it’s a game and you know it’s a game, but IT doesn’t know it’s a game, then we’ve got a conflict.” Elan Lee, lead game designer of ARG The Beast in McGonical, 2003.

Alternate Reality Gaming can be further defined by six key attributes (McGonical, 2004).

  1. Cross-media
  2. Pervasive
  3. Persistence
  4. Collaboration
  5. Constructive
  6. Expressive

The game play occurs across multiple media platforms; public phones, postal services, movie trailers, an episode of a television series, billboards and fax machines have all been used in ARGs. Often, some form of online presence or online entrance to the story is central to the game. The game play of an ARG is pervasive in the sense that it spreads itself into normal everyday life. The concept of a ‘magic circle’ defining a field of play is challenged by placing (part of) the game play in the real world and using the real world for the needs of the game play. When an ARG runs, it runs constantly, whether you as a single player are interacting with it or not. The game play is persistent; it does not wait for any one player. It will continue to run 7 days a week, 24 hours a day until the game has run its course.  By providing challenges that are impossible to solve individually, the ARG forces collaboration as an integral part of any ARG experience. Such collaboration is also given shape by the required constructive nature of the environment. There is no ready-made platform for player interaction in an ARG.  Communities are constructed by and for the player base. An ARG might require a platform to support and manage the necessary involvement of the player base but it does not provide it. Intertwined with the constructive nature is also the expressive nature of this game environment. Players create pieces of content as they build the game together and player created content is absorbed into the game play. There is a constant interaction between the players and the narrative of the game. 

For example the ARG The Beast has been claimed to be the game that successfully introduced ARG’s to a larger public. This murder-mystery in a future setting intrigued players for 12 weeks in 2001. It was created as a promotion for the movie A.I. An example of a smaller ARG is Chain Factor. This puzzle based ARG started in the Numb3rs episode Primacy (aired first November 9th, 2007) in which players needed to find and crack several codes to stop the world’s economy from being destroyed. The Primacy episode featured short commercials to lure players to start playing at www.chainfactor.com, see Figure 1 for a screenshot of the website. As you can see in Figure 1 the game starts off with a fairly simple puzzle-game. Further game play included several clues and codes embedded in the Primacy episode. and clues in physical locations, see Figure 2 for an example. Other codes that unlocked ‘cheats’ could be found on billboards throughout the country. On December 12, 2007 the game was successfully ended by entering all ‘ShutdownKeys’ simultaneously on twelve specific computers in twelve different (physical) locations (Haring, 2010).

Massively Mulitplayer Online

Massively Multiplayer refers to the vast amount of people that are simultaneously involved in this gaming genre. Online refers to the place where the game environment and all its players reside. MMOs exist “on and over the internet” (Chan & Vorderer, 2006).  The combination of these two aspects comes with its own set of technical difficulties, involving the support needed for an online world in which every player can interact with the world and with other players. As technology develops the MMO environments have become more responsive to the players and can hold a large amount of players at any one time.

The genre of MMOs is characterised not only by its vast amount of players, but by that these players interact in a “single, integrated, persistent gaming world.” (Chu, 2008).

  1. Single world
  2. Integrated world
  3. Persistent world

All the players interact in a single and integrated world, where their actions have effect on other players, the environment or the overall narrative.  This brings in the technical challenge of tracking and supporting the massive amount of players and their actions and keeping the virtual world updated accordingly for everyone- in real time. To lessen the burden of such massive data traffic a game is often run split over several servers, known as ‘shards’ (Chu, 2008). As with ARGs, the persistent world of an MMO does not wait for any one player to start or stop playing, the narrative and development of the game world continues regardless.

There are several MMO game genres, of which Massively Multiplayer Online Role Playing Games (MMORPG) are the most popular (Chu, 2008). This genre leans heavily on avatar development and in-game interactions between gamers and between gamers and Non Playing Characters (NPC). MMORPGs add physicality, social interaction, avatar-mediated play, vertical game play and perpetuity (Chan & Vorderer, 2006) to the persistence of any MMO.

These Massively Multi-player Online Role Playing Games (MMORPG) are make believe universes in which real people interact with other real people through digital representations of themselves; millions of people participate in these worlds (Castronova, 2007)

One famous MMORPGs is World of Warcraft. The players running around in such worlds spend – on average – 24 hours a week in their MMORPG, the vast majority is male (89%) and their average age is 26.7 years old (Yee, 2009). The time spent in this type of gaming environment sparked all sorts of concerns about social isolation. However, research has shown that playing a MMORPG increases social capital (Wellman, Haase, Witte, & Hampton, 2001).

MMOs have had much attention from researchers in the area of excessive online gaming, with concerns especially on addiction and mental disorders. The pervasive and highly social aspects of MMO – as well as the multimillion player base – raised theories and research on the addictive nature of this gaming genre (Kardefelt-Winther, 2014).

Exergames

In general terms ‘exergames’ are those games that are controlled by bodily movement.  These games require an input that goes beyond using buttons or keys to exert influence over the game environment.

There was concern that games would make us less physically active. Video games have moved from the arcade games popular in the 1970’s and 1980’s into our living room and are now on mobile platforms and in our pockets. This has also meant that we went from playing games (mostly) while standing up, slamming on big push buttons and/or rattling a joystick to playing games (mostly) while sitting down and manipulating smaller buttons or keys with a finger (Bogost, 2005). By adding to our screen-time and our sedentary lifestyle, gaming was thought to be bad for your health and especially the health of young people (Vandewater, Shim, & Caplovitz, 2004). In a time when the problem of child-obesity is of epidemic proportions, these concerns seem relevant. Renewed attention was given to a different method of game interaction; still on a screen but obliging the player to move around in order to control the game. Exergaming seemed like a promising solution to the threatening gaming behaviours of our children

In order for exergaming to work, some sort of sensoring is required. Sensors that can capture our bodily movements became more advanced and cheaper – making their way from research and therapeutic settings into peoples’ homes. Exergames are now used voluntarily in many living rooms, where the physical interaction is not viewed as ‘exercise’ but the whole game experience is viewed as entertainment. Interacting with an exergame requires a certain expenditure of energy – more than a sedentary screen based interaction would – but not to the same amount as the original physical interaction that is being mimicked in the game environment (Daley, 2009).

Comparing three environments

 ARGMMOExergame
PersistentXX 
Avatar based interaction //
Physical activity/ X
Magic circle XX
Social interactionXX/
Presence highSelfSocialSpatial
Virtual environment/X 
    
    

X= always /=sometimes

Persistence we have seen explained in both the ARG and MMO descriptions as an important characteristic of those games; the environment does not wait for any ones player interactions. Avatar based interactions create room for another level to interact with the game; through a self-developed persona. Both MMOs and Exergames allow for such virtual representations, although neither game genre uses it exclusively.  Physical activity is core to Exergaming and is usually a part of an ARG – one has to get up and do something in the real world – but it is not mandatory to be physically active in order to interact with the ARG. I have discounted the button pushing or typing on a keyboard in the MMO environment as physical activity.

References

Bogost, I. (2005). The rhetoric of exergaming. Proceedings of the Digital Arts and Cultures (DAC).

Castronova, E. (2007). Exodus to the Virtual World: How Online Fun Is Changing Reality: St Martins Press.

Chan, E., & Vorderer, P. (2006). Massively Multiplayer Online Games. In P. Vorderer & J. Bryant (Eds.), Playing video games: motives, responses, and consequences (pp. 77-90). Mahwah NJ: Lawrence Erlbaum.

Chu, H. S. (2008). Building a simple yet powerful MMO game architecture, Part 1: Introduction

 A simple, elegant implementation that delivers the functionality needed by any MMO game (pp. 10): IBM Developer Works.

Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124(2), 763-771. doi: 10.1542/peds.2008-2357

Haring, P.S. (2010) How Alternate Reality Gaming changes reality. Master thesis Communication Science, track Media psychology. VU University Amsterdam.

Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74.

McGonical, J. (2003). A real little game: The performance of belief in pervasive play. Paper presented at the Digital Games Research Associaton (DiGRA) “Level Up”.

McGonical, J. (2004). Alternate Reality Gaming: ‘Life Imitates ARG. PowerPoint from a presentation. MacArthur Foundation Board of Directors. 

Montola, M. (2005). Exploring the edge of the magic circle: defining pervasive games. Paper presented at the Digtial Arts and Culture Conference, Copenhagen, Denmark.

Valkenburg, P., & Peter, J. (2006). Fantasy and imagination. In P. Vorderer & J. Bryant (Eds.), Psychology of Entertainment (pp. 105-118). Mahway, New Jersey: Lawrence Erlbaum Associated.

Vandewater, E. A., Shim, M.-s., & Caplovitz, A. G. (2004). Linking obesity and activity level with children’s television and video game use. Journal of adolescence, 27(1), 71-85.

Wellman, B., Haase, A. Q., Witte, J., & Hampton, K. (2001). Does the internet increase, decrease or supplement social capital? Social networks, participation, and community commitment. The american behavioral scientist, 45(3), 436-455.

Yee, N. (Producer). (2009, 07/07/2009). The Daedalus project. Retrieved from http://www.nickyee.com/daedalus/

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Metacognition

In 1976 Flavell coined the term metacognition: “Metacognition refers to one’s knowledge concerning one’s own cognitive processes and products or anything related to them. […] Metacognition refers, among other things, to the active monitoring and consequent regulation and orchestration of these processes in relation to the cognitive objects on which they bear, usually in the serve of some concrete goal or objective” (Flavell, 1979).

Twenty years after Flavell gave a name to the ball that was rolling across disciplines, the search for a higher level of modelling cognition was still being pursued. “Traditional developmental research in memory and reasoning, as well as current investigations in such disparate areas as theory of mind, epistemological understanding, knowledge acquisition, and problem solving, share the need to invoke a meta-level of cognition in explaining their respective phenomena.”(Kuhn, 2000). At that time there were several models and definitions of metacognition. These are discussed, summarized and a usable definition is distilled in 2002 by Pintrich:

“Metacognitive knowledge includes knowledge of general strategies that might be used for different tasks, knowledge of the conditions under which these strategies might be used, knowledge of the extent to which the strategies are effective, and knowledge of self ”.

Three types of metacognitive knowledge follow the categorisation set out by Flavell in 1979 (note that metacognitive control is left behind in this discussion):

  1. Strategic metacognitive knowledge
  2. Task oriented metacognitive knowledge
  3. Person oriented metacognitive knowledge

”Strategic knowledge is knowledge of general strategies for learning, thinking, and problem solving.” (Pintrich, 2002). The term ‘general’ here means that strategic knowledge only concerns those strategies that are not specific to one domain or type of content for problem solving. Kuhn proposed the term ‘metastrategic knowledge’ to refer to knowledge on the meta-level of procedural knowing (Kuhn, 2000). She makes a similar distinction between metacognition on the strategic and task level but applies a hierarchical order in the distinction by first splitting metacognitive knowledge into two categories based on the type of knowledge that the meta-level refers to – procedural versus declarative knowing- and then splitting it into roughly the same ‘strategy’ knowledge versus ‘task ’ oriented knowledge.

A knowledge taxonomy

By applying taxonomy to explore the concept of knowledge, an organisational structure can be superimposed. Such a taxonomy would provide a shared structure and vocabulary for a complicated concept that cuts across many scientific fields and models.

Blooms’ original Taxonomy was devised to standardize test items for measuring educational objectives. It has been translated into 22 languages and widely used. The original Taxonomy was often used to analyse a curriculum on whether all categories were being sufficiently taught. Such analysis tended to show that there was a large emphasis on recognition and recall and not enough on items from the categories Comprehension and Synthesis – which are widely regarded to be vital goals of education.

The change we see in going from the Original to the Revised Taxonomy is the emphasis on knowledge of and responsibility over ones’ own cognition. “This change cuts across all the different theoretical approaches to learning and development-from neoPiagetian models, to cognitive science and information processing models, to Vygotskian and cultural or situated learning models.”  Research finds that students learn better as they act on this awareness of their own thinking. Different fields approach this development in different ways and make mention of metacognitive knowledge, metacognitive awareness, self-awareness, self-reflection, and self-regulation. (Pintrich, 2002)

The revised Taxonomy has adapted itself to the thinking and wording of the developing field of cognitive psychology. It added a new subcategory to the Knowledge dimension: Metacognitive Knowledge. The revised Taxonomy has also discerned two dimensions: The Knowledge dimension and the Cognitive Processing dimension. We can apply the revised Taxonomy to look at any learning outcome and judge whether – or to what degree – metacognition was involved. It is a structure that can help locate Metacognition. The categories go up in complexity and form a hierarchical scale.

Knowledge on cognitive tasks and the difference between them is needed in order to prepare accordingly. Conditional knowledge depends on local situations and on more general social situations, on conventions that may or may not apply and prevalent cultural norms. For all of these conditions different strategies might be suitable. Students should know the ‘What’ and ‘How’ as well as the ‘When’ and ‘Why’ of the different learning strategies and use them appropriately (Paris, Lipson, & Wixson, 1983).

The process of achieving and adapting metacognitive knowledge can be seen as a feedback cycle. From the meta-level stem the choices of what strategies are applied.

“The meta-level directs the application of strategies, but feedback from this application is directed back to the meta-level. This feedback leads to enhanced meta-level awareness of the goal and the extent to which it is being met by different strategies, as well as enhanced awareness and understanding of the strategies themselves, including their power and limitations. These enhancements at the meta-level lead to revised strategy selection. These changes in strategy usage in turn feed back to further enhance understanding at the meta-level, in a continuous cycle in which the meta-level both directs and is modified by the performance level.”(Kuhn, 2000).

This corresponds with findings that adults are generally better at metacognition than children. “Developmentally, then, increasing meta-level awareness and control may be the most important dimension in terms of which we see change (Kuhn, 2000).

Measuring metacognition

Semerari and his colleagues – taking the perspective of the clinician – wanted to divide metacognition in several sub-functions to determine, measure and work with it in a therapeutic setting (Semerari et al., 2003). They first developed the Metacognition Assessment Scale to investigate individual verbalization in psychotherapy transcripts.  Based on clinical literature concerning disorders in the ability to know and to regulate mental states, they discerned three sub-functions:

  1. Understanding one’s own mind
  2. Understanding others’ minds’
  3. Mastery’.

This approach prefers the definition of Wells and Purdon (1999) of metacognition “the aspect of information processing that monitors, interprets, evaluates and regulates the contents and processes of its organization” and often refers to metacognition as a skill. This Metacognition Assesment Scale (MAS) has shown acceptable levels of factorial validity, inter-rater agreement, internal validity and test–retest stability as well as demonstrating a connection to executive functions and treatment outcomes (Semerari et al., 2012). Building on the experiences with the MAS, Semerari and colleagues developed the Metacognition Assessment Interview (MAI) which evaluates metacognitive skill in the Self-domain and the Other-domain. For the Self, monitoring and integrating was measured as a metacognitive skill while for the Other differentiating and decentring was measured. Each of these four dimension was built on four facets, making a total of 16 basic facets.

Going from the MAS to the MAI “the authors took into account the clinical literature that describes deficit in the ability to know and regulate mental states, theoretically based on the literature on mentalization and attachment theories, theory of mind, metacognition and, more generally, metarepresentation.” (Semerari, 2012).

Based on a theoretical framework where metacognition has two prerequisite parts ( notion of self and notion of other) and these three (self/other/meta) can be detected separately – research done by analysing transcript of therapeutic sessions along with a three-dimensional questionnaire. One underlying construct is found to connect all three parts – this would be metacognition influencing all the objects in the model – however separation between the concepts cannot fully be established. Further research necessary but encouraging results – use method with caution and check for updates! Also get the actual survey and method of analysing the sessions.

Veenman (1993) developed an approach to measuring the use of metacognitive skills that is based on the systematic approach to problem solving of Mettes and Pilot (1980). This approach consists of a hierarchical set of problem-solving activities that is compiled at the task-level. Veenman’s starting point are the following metacognitive strategies:

  • Reflecting on the nature of a problem
  • Comprehension monitoring
  • Predicting the consequences of an action or event
  • Planning of activities
  • Monitoring the ongoing activities
  • Testing for plausibility
  • Reflecting on one’s learning performance

Learning

“Metacognitive learning is assumed to play an important role in learning, specifically in the constructivist paradigm. In the constructivist paradigm, reflection and self-regulation is much more important than in earlier learning paradigms. Self-regulated learning, for instance, encompasses metacognitive, motivational and behavioural aspects of learning.” (Christoph, 2006.)

Learning strategies
 “Although there are a large number of different learning strategies, they can be grouped into three general categories: rehearsal, elaboration, and organizational (Weinstein & Mayer, 1986).” Rehearsal is the much used ‘rinse and repeat’ approach of content repetition. Elaboration might include the use of mnemonics, paraphrasing or summarizing content. It has been shown that such elaboration strategies lead to a deeper level of processing and better comprehension of the content as compared to rehearsal strategies (Pintrich, 2002). To apply organizational strategies would be to connect certain elements of the content by note taking or, for example, creating a mind-map. Metacognition is applied in the planning, monitoring and regulating the use of various learning strategies.  Such metacognitive knowledge concerning the different learning strategies and their (conditional) application seems to be involved in the degree to which transfer of learning occurs. Transfer or Transference is the ability to use knowledge learned in one setting or situation in another setting or situation (Bransford & Schwartz, 1999).

Interactive metacognition
A distinction can be made between this self-directed metacognition and the other-directed metacognition. Schwartz and his colleagues (2009) term the other-directed metacognition as “interactive metacognition”. Learning-by-teaching has been found to be an effective way to learn, as long as the teacher (student) remains engaged with the student and attentive to their understanding of the content and their learning process. If the teacher (student) loses the engagement and the teaching becomes a monologue, the teacher (student) learns less from this learning-by-teaching compared to self-study (Schwartz et al., 2009).

The demand of metacognition on working memory is two-fold (Schwartz et al., 2009):

  1. The problem solving thoughts
  2. Monitoring and regulating the thinking about the problem solving thoughts

Where one can take up resources for the other in such a way that when the problem solving thoughts are unfamiliar or difficult i.e. still in the process of learning, this drains the resources for monitoring and regulating capacity. In a teacher-student situation the distribution of resources might be shared as the teacher offers cognitive resources for the actual problem solving or for the monitoring and regulating. This sharing of working memory resources is an application of distributed cognition (Schwartz et al., 2009).

Learning and performance OR acquiring and outcome
Two processes are going on that are often viewed as the same but need to be separated are learning and performance. Learning is the process of acquiring new knowledge, attitudes or skills regardless of whether they are ever actually used. The acquired knowledge might be internalized and possibly locked away never to be seen again, it remains learned. Another process takes place when such learned content finds its way outside and is displayed, applied or otherwise shared. The learned content is then performed (Buckley & Anderson, 2006).

References

Bransford, J. D., & Schwartz, D. L. (1999). Rethinking transfer: A simple proposal with multiple implications. Review of research in education, 61-100.

Christoph, L. H. (2006). The role of metacognitive skills in learning to solve problems.

Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American psychologist, 34(10), 906.

Kuhn, D. (2000). Metacognitive development. Current directions in psychological science, 9(5), 178-181.

Paris, S. G., Lipson, M. Y., & Wixson, K. K. (1983). Becoming a strategic reader. Contemporary educational psychology, 8(3), 293-316.

Pintrich, P. R. (2002). The role of metacognitive knowledge in learning, teaching, and assessing. Theory into practice, 41(4), 219-225.

Schwartz, D. L., Chase, C., Chin, D. B., Oppezzo, M., Kwong, H., Okita, S., . . . Wagster, J. (2009). Interactive metacognition: Monitoring and regulating a teachable agent. Handbook of metacognition in education, 340-358.

Semerari, A., Carcione, A., Dimaggio, G., Falcone, M., Nicolo, G., Procacci, M., & Alleva, G. (2003). How to evaluate metacognitive functioning in psychotherapy? The Metacognition Assessment Scale and its applications. Clinical Psychology & Psychotherapy, 10(4), 238-261.

Semerari, A., Cucchi, M., Dimaggio, G., Cavadini, D., Carcione, A., Battelli, V., . . . Ronchi, P. (2012). The development of the Metacognition Assessment Interview: Instrument description, factor structure and reliability in a non-clinical sample. Psychiatry research, 200(2), 890-895.

Weinstein, C. E., & Mayer, R. E. (1986). The teaching of learning strategies. Handbook of research on teaching, 3, 315-327.

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De toekomst is solarpunk

Wat als het goed gaat? Wat als het ons lukt om zonne-energie ons dagelijks leven te laten vormgeven? Als we lokaal eerlijk de lasten en opbrengsten van ons werk verdelen, en we onze steden en de natuur samenbrengen in een groen, levendig landschap?

Huub de Groot en Priscilla Haring-Kuipers werpen licht op kunstmatige fotosynthese en solarpunk: technologie die zonlicht, water en CO₂ gebruikt om duurzame brandstoffen te maken, en sciencefictionverhalen die al een beeld geven van hoe de wereld er met die nieuwe technologie uit zou kunnen komen te zien. meer informatie

donderdag 16 oktober 19.30-21.30
Lipsiusgebouw, zaal 019
Cleveringaplaats 1
Leiden

Toegang gratis. Iedereen welkom.

Onderdeel van de lezingenreeks De tijd vooruit. Ontdek Leids onderzoek naar de toekomst

Al 450 jaar is de Universiteit Leiden de tijd vooruit. Sinds de oprichting in 1575 werken Leidse wetenschappers aan wat de samenleving van de toekomst nodig heeft: van medische doorbraken tot beter en eerlijker bestuur, van taal- en cultuurkennis tot een groenere wereld.

In 2025 worden er talloze feestelijke evenementen georganiseerd waar iedereen van harte welkom is om de 450ste verjaardag van de universiteit mee te vieren. Bij Studium Generale grijpen we het lustrum aan om dit najaar futuristisch onderzoek uit verschillende vakgebieden uit te lichten. Onderzoek naar wat nu misschien nog science fiction lijkt, maar eigenlijk al science fact is, en onderzoek naar wat we kunnen leren van aloude toekomstdromen, en de werkelijkheid die die dromen uiteindelijk geworden zijn. Kom ontdekken hoe wetenschappers uit verschillende vakgebieden samen werken aan de uitdagingen van morgen!

Edit: Opgenomen livestream van de lezing

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MADLAB DDW25 SOLARPUNK

Madlab is organising a solarpunk exhibition, expert meeting, workshop and unconference during Dutch Design Week 2025 at Stadslab Eindhoven.
Part of this Solarpunk Unbound is my Solarpunk de Buurt workshop

Solarpunk de Buurt workshop
Tuesday, October 21 1:00 PM – 5:00 PM
€10 – students €5 tickets

Solarpunk is a utopian science fiction genre. An eco-social world where high-tech and low-tech designs converge.
We will experience this art movement and place ourselves in our own solarpunk future.
We will create work from this utopian experience that we will then share with others.
We design our future.

4 hour workshop
First hour: Guided tour of the MAD solarpunk exhibition, reading solarpunk stories, and discussing the principles of solarpunk.
Second hour: Future experiences. Through various thought exercises, we will explore our own solarpunk future. We will use Episodic Future Thinking as a framework to explore our environment and possibilities. Meditative and creative.
Afterwards, we have two hours to explore our own future. Painting, drawing, writing, collage, or multimedia. Anything is possible, and materials are provided.
Created work may be included in the exhibition.

More information https://ddw.nl/programme/solarpunk-unbound

Madlab is an art/science lab ‘carving virtual pathways to future society’ at the MAD emergent art center.

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Tuinstad en Solarpunk workshop

Zondag 30 maart – 13:00 tot 16:00 uur – Museum Het Schip – Amsterdam

Droom jij van een groene, gezonde stad waar technologie en natuur harmonieus samenkomen? Ontdek hoe de idealen van de tuinstadbeweging gezond wonen, groen en gemeenschapszin vandaag de dag relevanter zijn dan ooit.

Tijdens deze inspirerende workshop duiken we in het science-fiction-genre Solarpunk, die veel gemeen heeft met de tuinstadgedachte. We verkennen ecosociale kunst en verhalen en gaan bewust een positieve toekomst ervaren. We bespreken de principes van deze groene utopie en ontwerpen onze eigen solarpunk-toekomst in beeld en verhaal.

Meer info en tickets
https://www.hetschip.nl/tickets/evenement/3972-workshop-solarpunk-de-toekomst-van-jouw-buurt-volwassenen

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OBA Solarpunk workshop 14 december

Op zaterdag 14 december kun je meedoen aan een workshop Solarpunk de Buurt in OBA Mercatorplein. Kom ook ontdekken wat solarpunk precies is, leer diep nadenken over een utopische toekomst & maak jouw eigen solarpunk werk.

13:00 Wat is SOLARPUNK?
We beginnen met het verkennen van het genre SOLARPUNK. Een eco-sociaal en utopisch toekomstbeeld waarin duurzame technologie wordt ingezet voor een beter leven voor iedereen. We bekijken beelden, luisteren naar verhalen en bespreken de principes van deze jonge kunst- en sociale stroming.
14:00 Toekomstdenken en mentale tijdreis
Daarna gaan we aan de slag met Episodisch Toekomst Denken en oefenen we als futurologen met diep nadenken over de toekomst. Deze techniek gebruiken we vervolgens voor een mentale tijdreis naar onze eigen SOLARPUNK toekomst. We gaan voor-ervaren hoe SOLARPUNK er voor ons uit zou zien, in onze buurt en in ons dagelijks leven.
15:00-17:00 Creëer jouw SOLARPUNK kunstwerk
Een interessant concept of moment van jouw toekomstervaring verwerk je vervolgens via tekenen, schilderen, schrijven of collage in jouw eigen SOLARPUNK werk. Er is voldoende materiaal aanwezig. Dit kunstwerk mag je meenemen of achterlaten voor een expositie bij de OBA. Deelname is gratis (met dank aan buurtbudget)

Aanmelden
Kan via buurtwest@oba.nl
Meer informatie https://priscillaharing.info/solarpunk-de-buurt/

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