Talk: The potential for emergent games to foster curiosity

This is a talk I gave for the Distributed Immersive Participation group, Stockholm University on 28 March 2025. I was happy to have a reason to update my talk, as the ones I gave on this topic in 2019 and 2022 were terribly out of date by now.

Slides: https://indiebio.co.za/curiosity_metaverse_adapted_24mar2025.html
pdf (27MB)
recording: on youtube

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Playfulness and truth.

Four recent blogs inspired me:

Starting with how to represent truth, moving to play, and then to belonging. The TL;DR:

The advances of structuring data in mapping unlocks potential for using physical world assets in games. Using physical world assets in emergent approaches to game design is well suited to allowing players to interact with their game worlds in varied ways. Exploring playing with the physical world – morphing and changing it – through games can allow us to learn about the world not through a top-down education, but through a curiosity that does not even have to involve the truth. Through these games we can build a new sense of belonging, that builds a common language across polarised opinions, because it’s just for fun, after all.

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Notes from Naomi Klein’s Doppelganger

I mangle the quotes to tell me story. The gist is a true reflection but it’s not the exact words.

p4 – Both “our” world and the “mirror world” – the world of the conspiracy theorists, agree that post-shock states of discombobulation have been opportunistically exploited in many different contexts. Both groups have a (p24) skepticism of elite power. p53 – The words the mirror world use are essentially fantasy. But emotionally, to many people they clearly feel true. And the reason they feel true is that we are indeed living through a revolution in surveillance tech, and state and corporate actors have indeed seized outrageous powers to monitor us, often in collaboration and coordination with one another. Moreover, as a culture, we have barely begun to reckon with the transformational nature of this shift.

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Academic components of peduncle

This project aims to create an interactive real-world based game or platform, visualising complex data onto a stylised, simplified digital twin earth, in order to facilitate insight into how to take action in an uncertain world, at the end of expertise, through an ethic of care and curiosity. It is aimed at grassroots, everyday people and their engagement with data and knowledge, in a visual, 3D, gamified way.

Perpetually in draft and evolving, of course.

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Connected data, connected people

In my previous post about the end of expertise, I made the point that the root concerns of conspiracy theorists are valid. The suspicion and mistrust of powerful players are valid. That, if governments and corporations are not going to make the actual shift then we need to make that shift. Everyday people must make that shift.

Here I want to add some comments about the role of structured data in making it easier to access relevant evidence, or supporting insights, and hence, maintaining accountability.

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