Thursday, 30 March 2017

Site photos

Top cockayne field 

Bottom barbecue field

Two possible fields game could be played on. Bottom field is very curved with a water hazard. Also important to note that it is a cold and damp place, with potential to be muddy. 

Design should be; 
-water proof
-not require flat surface 
-cleanable
-portable, there is a long stair path to bottom site, people must be able to transport game by hand. 
-defined play space. Do not want to encourage running around in trees or stream. 

Benefits of site;
-soft for knee action
-large space
-grass related to cow theme
-stream related to theme also
-pretty


Photos and visit by Amber. 

Rhyme for presentation.

There once was a cow named Daisy,
When it came to pooping she was lazy.
She pooped near the streams; which caused pollution, 
So the Eco Warriors said; "we need a solution!”

Poor little Freddie went down to the river for a swim. 
The site he came to was a bit grim. 
New Zealand’s rivers are getting coated in faeces, 
Its getting into the soil and affecting all of the species.

Freddie and the warriors were outnumbered by the beasts,
They were pooping too much after too many grass feasts.
The cow problem didn’t just stop there, 
Their thunderous farts emitted polluting methane into the air. 

Freddie proclaimed; “time to fight, our rivers have been corrupted!”
And so the historic Poo Wars erupted. 
One side was the cows a furious bunch of poopers, 

And the other the crafty warriors who were the scoopers. 

Monday, 27 March 2017

Play Testing 2 - Paper Test + Notes



images of play test by Amber. Play tester Farren, Lily, and Alex.



Presentation

Meta Context: Freshwater

Specifically: Cow Poo in the freshwater

Structured Play / Paidia vs. 

Physical Activity 

Hot Poo-tato?? Confusing, ambiguous, killers
Tie icebreaker into game - using same movements 
Passing using elbows and knees 

Don’t tell the kids the outcome of the results before the icebreaker 

Need to test poo objects - paper was really slippery 

Assess time limit, consider mini/multiple games 

Clearer narrative - beginning with everyone 

Bigger field size - chaotic when small

Poo Balls: Surface Area? pressure? size? Amount? Malleable 

Velcro?

Hoops: Size? 

Hooves

Ratio of Poopers to scoopers 

Time limit? 

How clean the stream is not how much poo you’ve cleaned up 



Notes by Lily Warring

Notes from Play Testing

Sunday, 26 March 2017

Play testing - image documentation
















Draft Instructions for the KCO’s

Poo Wars is a two team battle over our native New Zealand streams. 
Over a set time limit teams aim to deposit or gather ‘poops’ from allocated poop zones or ‘poop hoops’. 
The pooper’s or ‘Calves', deposit 'poops' into the ‘poop hoops'. Their aim is to get rid of as much poo as possible, to settle their sore tummies. 
The scoopers or ‘Eco-Warriors,’ gather up the ‘poops,’ to protect the streams and it’s native inhabitants from the pollution.....


Saturday, 25 March 2017

Research on Fresh Water issue


This is a map of the water quality of NZ's streams. Blue indicating good and red indicating poor. 

Source: http://www.mfe.govt.nz/fresh-water
Ministry for the Environment: Fresh Water. 
Sun 26 March 2017 @ 1:11pm. 

The overall issue in which this game aims to explore and educate kids about is the water quality of New Zealands Rivers and streams. The concern being that kids and families can no longer swim in and enjoy them due to the pollution caused by cattle and cattle farms. 

"Our rivers and lakes are central to our natural environment, economy and way of life in New Zealand. Freshwater supports the health of our native flora and fauna. It underpins much of the New Zealand economy – it is used to irrigate crops and pastures, dispose of or dilute trade wastes and sewage, produce hydro-electric energy, and is a tourist attraction." (http://www.mfe.govt.nz/fresh-water/about-fresh-water/fresh-water-new-zealand; Importance of fresh water)

The bolded text is the key issue in which we would like the kids to consider. Do we want to swim in poo?

"For Māori, fresh water is a taonga. All iwi and hapū have strong connections with local lakes and rivers, reflected in their whakapapa and history. This relationship with water is recognised under the Treaty of Waitangi. Healthy fresh water also provides mahinga kai (customary food and resource gathering)."(http://www.mfe.govt.nz/fresh-water/about-fresh-water/fresh-water-new-zealand; Importance of fresh water)


-Population growth and the 150 years of changing land use is putting pressure on our water. 
-We have 145 million litres of fresh water per person per year. Although in some areas we do not have a good enough quality of water or enough of it.
-"This affects our native biodiversity and the extent water can provide for our needs, such as recreation, cultural wellbeing, tourism and economic production."
-There is a wide variety of needs for water that needs to be balanced.
-The aim is to have 90% of New Zealands water clean and swimmable by 2040. 

Cow pollution example. 
Image sourced from; http://safe.org.nz/dirty-dairy

Source: http://safe.org.nz/dirty-dairy
Safe for Animals: Dirty Dairy. 
Sun 26th of March @ 1:29pm. 


"New Zealand’s dairy industry has a significant detrimental effect on our environment. The 2015 Environment Aotearoa report recorded a 28 per cent surge in the land area used for dairy farming over the last 10 years.  This increase in the national dairy herd is causing a corresponding increase in compaction of land (at around 80 per cent of dairy farms), pollution of waterways and greenhouse gas emissions." (http://safe.org.nz/dirty-dairy; Safe for Animals: Dirty Dairy. )


-Animal excrement is the main source of pollution. 
-A cow poos 15x more than a human.
-There is 6.7 million cows = 100million people worth of manure. 
-60% of NZ waterways not fit to swim in. 2013 Ministry for the Environment figure. 
-There is a correlation of the worst waterways being in dairy farm areas.

"Such is the scale of the problem that Massey University freshwater ecologist Mike Joy has said that if New Zealand's ecosystem continues to decline at the same rate as over the past 40 years, the country will have no native fish by 2050." http://safe.org.nz/dirty-dairy; Safe for Animals: Dirty Dairy. )

-Some farmers (not all) allow the cows direct access to streams or overflow of lagoons into the waterways.
-Even fencing them off the nutrients leach into the water. Like fertiliser and nitrogen. "The nutrient enrichment caused by dairy farming leads to loss of species, algal blooms and undrinkable water."
-Cows also contribute to our greenhouse gas emissions. through methane release in burping, excrement, and urine. 

Thursday, 23 March 2017

Poo Wars: Return of the Cows. First Draft rules.

Rules of the Game. 

Poo Wars: Return of the Cows. 

Poo Wars is a multi player game in which there are two opposing teams. 

One team is led by the Cow Queen (adult); who commands her Calves (children).

The other team is led by Mother Nature (adult); who commands her Eco-warriors (children).

The role of the Calves is to poop as much as possible into the poop hoops. There is only one poop per hoop, once the hoops are filled the game is won by the calves. 

The role of the Eco-warriors is to keep the stream clean by scooping the poop. If at the end of game there is more empty hoops than pooped hoops, the warriors win. 

Calves poop by walking the ball between the knees and dropping it into the hoop. Or picking it up and putting it between the knees. The poops are stored at the Calves end of the field and can only be carried one at a time. A “poop” noise is required when placing the poop in the hoop. 

Eco warriors pick up the poop between their elbows to return it to their opposing side of the field. One poop can be carried at a time. No hands or other body parts should touch the poop. 

The field represents the stream, there are three sections, the bank (in which the calves are closest), the shallows, and the deep (in which the Eco warriors are the closest). Narrative aid. 

Each round is timed for 5minutes, with the count of poops in hoops being the decider of who wins. 

Tuesday, 21 March 2017

Wednesday 22/3 Brainstorm/notes

Narrative Driven Play. 

  1. Group Name
  2. Team Members


  1. Meta Context - Fresh water 
  2. Mode of Engagement - 
  3. One Activity which you initiate within the world - trying to shift poo before time period or event. Where the stream is the quickest option and composting is the slowest. 
  4. Target audience - 5-10 year olds, those who can gasp strategy?? or not. 

Iudus- structured activities. Paidia- free play

Meaningful play - coloration between action and outcomes, discernible and integrated. 
Transformative play - when free movement within the rigid structure of the game, change of rules etc. 
Discernibility - let the players know what happened when they took action.
Integration - actions having consequence. 

Achievers - who seek power and experience.
Explorers - Who want to explore the environment.
Socialisers - who want to connect with each other.
killers - who seek to undermine the behaviour of other players. 

Strategy- Group or group 
-Situation subcontext 
-Mission

Tactics - Execution
-Actions on
-Command
or 

Urgent optimism- sense that something really important needs to get done 
  • invent a voluntary goal
  • provoke curiosity

Social Fabric-  we like and trust 

Blissful Productivity- 








Thursday, 16 March 2017

Story Arc





David Perry on Game Design. Nicely relates to our game

http://jamesclear.com/delayed-gratification

Game Brainstorm

Structured Play
Aim: To make as much money/ have as many cows with as little waste as possible

Through: A system that allows for a positive and negative effect = One things results in another

3 segments: 
  • Cows (Farmers $$)
  • Poo (Waterways/Rivers)
  • Farts (Air) 

1 good : 2 bad
Gain one : take away two

Head of departments 
  • Chief Executive of Farts
  • Director of Poo
  • Senior Cow Officer

Consider the Environment

Once a certain amount of poo and gas reach the cows

Element of reverse/do the ol switch a roo
Element of choice and consequence  
There's no 'one' system - best result wins

Unstructured Play
An environment
Something to gain

Something to lose

Tuesday, 14 March 2017

Eric Zimmerman - Rules of Play book

Eric Zimmerman exerts from the Book 'Rules of Play'

An ongoing discussion about what games are and what they could become. The book is a response to the underdeveloped and research of games as a creative domain versus a psychological exercise. He feels that games despite their advances these days are creativly stunted and don’t harness the endless possibilities. 

Rules of Play is perhaps the first serious attempt to lay out an aesthetic approach to the design of interactive systems….Games are recreation, their purpose is to amuse us, and we shouldn't expected them to achieve profound levels of creative expression or relentlessly push creative boundaries. They are simply entertainment.
 Why Pong is fun
It is simple to play. The one-line instructions and intuitive knob interface makes Pong approachable and easy to understand. There are no hidden features to unlock or special moves to learn.
Every game is unique. Because the ball can travel anywhere on the screen, Pong is an open-ended game with endless possibilities. Pong rewards dedicated play: it is easy to learn, but difficult to master.
It is an elegant representation. Pong is, after all, a depiction of another game: Table Tennis. The abstracted nature of Pong, where your avatar is reduced to a single white line, creates an immediately satisfying physical and perceptual relationship to the game.
It is social. It takes two to play Pong. Through playing the game, you interact with another human being. Pong's social circle also extends beyond two players: it makes a great spectator sport.
It is fun. Simple though it may seem, it is genuinely fun to interact with Pong. Players derive pleasure from the game for many different reasons, from the pleasure of competition andwinning to the satisfyingly tactile manipulation of the knob.
It is cool. As a cultural artifact, Pong is a poster child for the hip, low-fi graphics of classic arcade gaming. It evokes nostalgia for afternoons spent in the living-room with friends, huddled around the TV playing video games, eating Cheetos and swigging Mountain Dew.
People love Pong for all of these reasons and more. The interactive, representational, social, and cultural aspects of Pong simultaneously contribute to the experience of play. Games are as complex as any other form of designed culture; fully to appreciate them means understanding them from multiple perspectives. 
 This is why we were compelled to write this book: not to define, once and for all, what game design is, but to provide critical tools for understanding games.

Instead, Rules of Play provides something altogether different. Bridging the theoretical and practical aspects of making games, we look closely at games as designed systems, discovering patterns within their complexity that bring the challenges of game design into full view.

Tool for game designers outlining 4 main points/advice

Training: A common language facilitates the education of game designers, letting them explore their medium in more variety and depth.
Generational Transfer: Within the field, a disciplinary vocabulary lets game designers and developers pass on skills and knowledge, rather than solving the same problems over and over in isolation.
Audience-building: In finding a way to speak about them, games can be reviewed, critiqued, and advertised to the public in more sophisticated ways.
Buffer Against Criticism: There are many factions that would seek to censor and regu late the content and contexts for gaming, particularly computer and video games. A critical discourse gives us the vocabulary and understanding to defend against these attack


The result is a deeper understanding of game design that can lead to genuine innovation in the practice of making games.

Monday, 13 March 2017

Eric Zimmerman Research

Eric Zimmerman co-founded The Institute of Play, a nonprofit organisation that has opened public schools in NYC and Chicago based on games and play as the model for learning. Many experts believe that success in the twenty-first century depends on education that treats higher order skills, like the ability to think, solve complex problems or interact critically through language and media. Games naturally support this form of education. They are designed to create a compelling complex problem space or world, which players come to understand through self-directed exploration. Games create a compelling need to know, a need to ask, examine, assimilate and master certain skills and content areas

There are other attributes of games that facilitate learning. One of these is the state of being known as play. Much of the activity of play consists in failing to reach the goal established by a game’s rules. And yet players rarely experience this failure as an obstacle to trying again and again, as they work toward mastery. There is something in play that gives players permission to take risks considered outlandish or impossible in “real life.” There is something in play that activates the tenacity and persistence required for effective learning.

There are three key moments in game play with important implications for learning. The first is when a would-be player approaches a game and expresses a wish to participate: “Can I try? Can I join in?” The second moment comes when a player asks, “Can I save it?” In other words, “I’m deeply invested in this experience, which has value and meaning, and I’d like to pick up where I left off.” The third moment comes when a player attains a level of mastery and offers advice to a novice: “Want me to show you how?” A corollary to this moment occurs in the community of practice that arises around games, when one player asks another, “How did you do that? Will you teach me?”

The Institute is most interested in games as complex eco-systems extending beyond the game space to involve networks of people in a variety of roles and rich interactions. Learning represents just one activity within this larger, highly engaging system.

Retrieved From: http://www.instituteofplay.org
https://generalassemb.ly/instructors/eric-zimmerman/1469
http://www.gamesforchange.org/bio/eric-zimmerman/

Thursday, 9 March 2017

Random 4 Rule Game Activity

At the end of week 2 class all four team members wrote down one rule each without showing the rest of the team. Using the four random rule we must construct and activity/game for class next week.

These are our four Rules:
-Blind Folded
-Make a Dolphin noise
-You cannot communicate using words
-Every minute you have to jump 3 times

This is what we came up with:

Blind Dolphin Fish Hunt:

Debby the dolphin has been blinded by pollution and needs her friend Dave to use dolphin noises to guide her through the oceans obstacles to get to the fish so Debby doesn't starve. The dolphins' lungs have also been damaged by pollution which makes it difficult for them to hold their breath. The dolphins must surface every minute to breath.

How to Play:
- Get into pairs and choose who will be Debby and who will be Dave

- Debby will be Blind folded and Dave will be the guide

- Dave is not allowed to touch Debby at any stage and is only allowed to use dolphin noises to communicate to Debby. (demonstrate dolphin noise) This can be done any way that you decide in your team whether it be moving around Debby and calling from the direction you want her to go to or it could be one call for left and 2 calls for right. It is up to you taking into consideration it will get loud with 20 dolphins in here.

- Every one minute a whistle will be blown and all dolphins must surface to take a breath (which means you must stop wherever you are and jump 3 times before continuing).

- This is a race to the chocolate fish. The first team to the fish will receive the most fish and the last team to get there will receive one fish each

Any questions....
We will give you 30 seconds to decide how you will communicate to Debby.

Let's go!!!