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Games 4 Amnesty

Team

Rob Boerman
Radoslav Gulekov
Lisa Maier
Fay Gramberg

Commissioner:

Description

minigame4: lightMyCandle

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This is LightMyFire, LightMyCandle, KeepTheFireBurning game idea. Basically you can bring fire to the candle of a friend of your through your phone, by touching both phones the flame is transmitted. At the end you can follow your flame from person to person, from city to city, from country to country….the competition will be to create the biggest network…we are currently working on elaborating more on this concept….and we want to keep it SEXY.

minigame3: Hide&Seek

IMG_20141119_110137Assassin is a live-action game played at high-schools in USA. This one triggered the idea of creating the Hide&Seek game for universities, neighborhoods, cities and countries. Anybody can join the game at any point. There are two type of players: those who are hiding and those who are seeking. Each of them can see on the screen of his/her phone a map with a distance of all people  involved in the game. Once a seeker is in less than one meter distance from someone who is hiding, the latter goes to jail. Therefore all the hiding people need to perform a special action to bring their fellow player back in the game…

 

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From now on we will post a number of small games that can serve as a trigger for the final Amnesty game. The first one is HelpTheBall.

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In this simple game you are one of the lines and your purpose is to hit the ball in the right direction so at the end it can reach the hole. The idea is that the game can be played LIVE with different people who are represented by a different line and together can tunnel the ball into the right direction. #NETWORK #WORKINGTOGETHER

 

GameDesign Creative Session

Hello there! You haven’t heard recently from us, but of course this is only due to the fact that we have been quiet busy conceptualizing. In order to bring our concept directions to a real game field, we went to a Game Design workshop. We had four teams of GameDesign students who were brainstorming together with us on our design directions: Amnesty as a Machine, the Network and In their shoes. Each of these directions has its own features that are unique. We call them KEEPERS and they are: metaphore – Spread the Light, grey area between good and bad, competing stakes, link game mechanics & story/message of the game and your story – your emotions. Currently we decided to try to combine these features in a final concept and this creative session kicked the start of the final ideation….

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