Facebook Twitter Instagram
    Trending
    • From Wolves to Care Bears: Insights from the Caloundra Futures Thinking and Transformational Strategy Masterclass
    • JFS | Podcast
    • A Rocket to the Future – Futures Triangle for Children
    • Editors’ Introduction to Hesitant Feminist’s Guide to the Future Symposium
    • Rebellious girls needed – the urgency to imagine more feminist futures
    • Feminist International Relations: a knowledge-based proposition
    • Mother, motherhood, mothering: A conversation on feminist futures across generations, cultures, and life experiences
    • Quantum Feminist Futures: Introducing the applied fusion of two theories
    Journal of Futures Studies
    • Who we are
      • Editorial Board
      • Editors
      • Core Team
      • Digital Editing Team
      • Consulting Editors
      • Indexing, Rank and Impact Factor
      • Statement of Open Access
    • Articles and Essays
      • In Press
      • 2025
        • Vol. 29 No. 3 March 2025
      • 2024
        • Vol. 29 No. 2 December 2024
        • Vol. 29 No. 1 September 2024
        • Vol. 28 No. 4 June 2024
        • Vol. 28 No. 3 March 2024
      • 2023
        • Vol. 28 No. 2 December 2023
        • Vol. 28 No. 1 September 2023
        • Vol. 27 No. 4 June 2023
        • Vol. 27 No. 3 March 2023
      • 2022
        • Vol. 27 No. 2 December 2022
        • Vol. 27 No.1 September 2022
        • Vol.26 No.4 June 2022
        • Vol.26 No.3 March 2022
      • 2021
        • Vol.26 No.2 December 2021
        • Vol.26 No.1 September 2021
        • Vol.25 No.4 June 2021
        • Vol.25 No.3 March 2021
      • 2020
        • Vol.25 No.2 December 2020
        • Vol.25 No.1 September 2020
        • Vol.24 No.4 June 2020
        • Vol.24 No.3 March 2020
      • 2019
        • Vol.24 No.2 December 2019
        • Vol.24 No.1 September 2019
        • Vol.23 No.4 June 2019
        • Vol.23 No.3 March 2019
      • 2018
        • Vol.23 No.2 Dec. 2018
        • Vol.23 No.1 Sept. 2018
        • Vol.22 No.4 June 2018
        • Vol.22 No.3 March 2018
      • 2017
        • Vol.22 No.2 December 2017
        • Vol.22 No.1 September 2017
        • Vol.21 No.4 June 2017
        • Vol.21 No.3 Mar 2017
      • 2016
        • Vol.21 No.2 Dec 2016
        • Vol.21 No.1 Sep 2016
        • Vol.20 No.4 June.2016
        • Vol.20 No.3 March.2016
      • 2015
        • Vol.20 No.2 Dec.2015
        • Vol.20 No.1 Sept.2015
        • Vol.19 No.4 June.2015
        • Vol.19 No.3 Mar.2015
      • 2014
        • Vol. 19 No. 2 Dec. 2014
        • Vol. 19 No. 1 Sept. 2014
        • Vol. 18 No. 4 Jun. 2014
        • Vol. 18 No. 3 Mar. 2014
      • 2013
        • Vol. 18 No. 2 Dec. 2013
        • Vol. 18 No. 1 Sept. 2013
        • Vol. 17 No. 4 Jun. 2013
        • Vol. 17 No. 3 Mar. 2013
      • 2012
        • Vol. 17 No. 2 Dec. 2012
        • Vol. 17 No. 1 Sept. 2012
        • Vol. 16 No. 4 Jun. 2012
        • Vol. 16 No. 3 Mar. 2012
      • 2011
        • Vol. 16 No. 2 Dec. 2011
        • Vol. 16 No. 1 Sept. 2011
        • Vol. 15 No. 4 Jun. 2011
        • Vol. 15 No. 3 Mar. 2011
      • 2010
        • Vol. 15 No. 2 Dec. 2010
        • Vol. 15 No. 1 Sept. 2010
        • Vol. 14 No. 4 Jun. 2010
        • Vol. 14 No. 3 Mar. 2010
      • 2009
        • Vol. 14 No. 2 Nov. 2009
        • Vol. 14 No. 1 Aug. 2009
        • Vol. 13 No. 4 May. 2009
        • Vol. 13 No. 3 Feb. 2009
      • 2008
        • Vol. 13 No. 2 Nov. 2008
        • Vol. 13 No. 1 Aug. 2008
        • Vol. 12 No. 4 May. 2008
        • Vol. 12 No. 3 Feb. 2008
      • 2007
        • Vol. 12 No. 2 Nov. 2007
        • Vol. 12 No. 1 Aug. 2007
        • Vol. 11 No. 4 May. 2007
        • Vol. 11 No. 3 Feb. 2007
      • 2006
        • Vol. 11 No. 2 Nov. 2006
        • Vol. 11 No. 1 Aug. 2006
        • Vol. 10 No. 4 May. 2006
        • Vol. 10 No. 3 Feb. 2006
      • 2005
        • Vol. 10 No. 2 Nov. 2005
        • Vol. 10 No. 1 Aug. 2005
        • Vol. 9 No. 4 May. 2005
        • Vol. 9 No. 3 Feb. 2005
      • 2004
        • Vol. 9 No. 2 Nov. 2004
        • Vol. 9 No. 1 Aug. 2004
        • Vol. 8 No. 4 May. 2004
        • Vol. 8 No. 3 Feb. 2004
      • 2003
        • Vol. 8 No. 2 Nov. 2003
        • Vol. 8 No. 1 Aug. 2003
        • Vol. 7 No. 4 May. 2003
        • Vol. 7 No. 3 Feb. 2003
      • 2002
        • Vol. 7 No.2 Dec. 2002
        • Vol. 7 No.1 Aug. 2002
        • Vol. 6 No.4 May. 2002
        • Vol. 6 No.3 Feb. 2002
      • 2001
        • Vol.6 No.2 Nov. 2001
        • Vol.6 No.1 Aug. 2001
        • Vol.5 No.4 May. 2001
        • Vol.5 No.3 Feb. 2001
      • 2000
        • Vol. 5 No. 2 Nov. 2000
        • Vol. 5 No. 1 Aug. 2000
        • Vol. 4 No. 2 May. 2000
      • 1999
        • Vol. 4 No. 1 Nov. 1999
        • Vol. 3 No. 2 May
      • 1998
        • Vol. 3 No. 1 November 1998
        • Vol. 2 No. 2 May. 1998
      • 1997
        • Vol. 2 No. 1 November 1997
        • Vol. 1 No. 2 May. 1997
      • 1996
        • Vol. 1 No. 1 November 1996
    • Information
      • Submission Guidelines
      • Publication Process
      • Duties of Authors
      • Submit a Work
      • JFS Premium Service
      • Electronic Newsletter
      • Contact us
    • Topics
    • Authors
    • Perspectives
      • About Perspectives
      • Podcast
      • Multi-lingual
      • Exhibits
        • When is Wakanda
      • Special Issues and Symposia
        • The Hesitant Feminist’s Guide to the Future: A Symposium
        • The Internet, Epistemological Crisis And The Realities Of The Future
        • Gaming the Futures Symposium 2016
        • Virtual Symposium on Reimagining Politics After the Election of Trump
    • JFS Community of Practice
      • About Us
      • Teaching Resources
        • High School
          • Futures Studies for High School in Taiwan
        • University
          • Adults
    Journal of Futures Studies
    Home»Articles and Essays»Vol.23 No.4 June 2019»Your Move: Lessons Learned at The Interstices of Design, Gaming, And Futures

    Your Move: Lessons Learned at The Interstices of Design, Gaming, And Futures

    * Web Text version of each JFS paper here is for easy reading purpose only, for the valid and published context of each article, please refer to the PDF version. 

     

    View PDF

    Journal of Futures Studies, June 2019, 23(4): 137–142

    Your Move: Lessons Learned at The Interstices of Design, Gaming, And Futures

    Aaron Rosa, Fraunhofer Institute for Systems and Innovation Research, Germany

    John A. Sweeney, Narxoz University, Kazakhstan

    Keywords: Foresight in Government, Experiential Futures, Game Design.

    When human beings create and share experiences designed to delight or amaze, they often end up transforming society in more dramatic ways than people focused on more utilitarian concerns (Johnson, 2016, p. 12).

    In Wonderland: How Play Made the Modern World, Johnson maps an alternative history of innovation that focuses on how play has led to major societal shifts. This sentiment echoes the work of many scholars who have examined the ‘play’ function of human behavior as related to social organization (Huizinga, 1949), the creation of culture (Caillois, 2001), and building essential social and cognitive skills (Dewey, 1938). It may come as little surprise then that at the dawn of the printing press, second only to the Gutenberg Bible, the most popular printed book was Cessolis’s The Game of Chess, propelling the game into a global phenomenon that continues to exert an influence on a variety of spheres from strategic studies to computer science (Shenk, 2011).

    Gaming and simulations have been used by futurists for decades, but there has been a veritable explosion of game-based and design-driven approaches and tools in recent years. Inclusive and accessible approaches to foresight are critical to the alternative futures method and theory as practiced at the “Manoa School.” (Jones, 1992; Dator, 2009). The indeterminate and open nature of a plurality of possible futures –– “the future does not exist, but alternatives futures can and should be forecast…” (Dator, 1995) –– makes seeking out diverse perspectives, political and ethical positions, and imaginaries a necessity for equitable and representative foresight (Inayatullah, 1998). This diversity of perspectives encourages the use of different media to communicate about futures, and we have found that different aspects of play and games –– ambiguity, universality, and social creation –– makes them a widely applicable mode of conducting futures-oriented research. In projects with governments, international agencies, and various civil society and educational organizations, we have made it a point to reinforce the necessity for more participatory modes of examining and/or exploring futures and action learning (Ramos, 2002). Our primary aim is not to design games and experiences for people, but rather to find dynamic and collaborative ways to design games and experiences with people.

    Games are spaces of possibility, with participants navigating and acting according to the boundary conditions of a rule set (Salen & Zimmerman, 2004). It is the freedom of movement within this bounded space that excites and inspires playful activities. The act of play relies on these boundaries to refine its otherwise ambiguous nature –– discerning both telos (purpose) and pathos (mood) from the parameters of the game (Sutton-Smith, 1997) –– and those rules must be agreed upon by all participants (Huizinga, 1949; Fullerton, 2014). In terms of futures research, the world-building that accompanies gameplay (bounding a space with rules and entities) aligns nicely with the processes of creating an image of the future (Dator, 2009). Implicitly, games are social compacts, requiring an agreement between participants in order to be played. As such, they can be understood as negotiated systems of governance, and it is this aspect that ties our work in the co-development of game systems more closely to the goals of foresight. Working with governance institutions and agencies, we have found that game development allows our partners to imagine new modes of governing in regards to long-term futures.

    In the past five years or so we have designed and developed a range of card-based tabletop games, an online gaming platform, numerous live action role-playing (LARP) experiences, and a hybrid game featuring mobile augmented reality and experiential futures –– all aiming to evoke the deep-seated inclination that humans have toward play in various forms (Huizinga, 1949). For one project, part of a research grant on the relationship between communication technologies and power relations, specific data outputs were necessary; knowing this dramatically shaped the construction of Gaming Futures, a hybrid game featuring experiential scenarios and mobile augmented reality (Dator, Sweeney, Yee, & Rosa, 2013). There is a well-documented precedence for such games’ efficacy in creating socially transformative experiences and generating collective intelligence (McGonigal, 2003, 2008). Such work has also inspired attempts at a more formal design language for ARGs or alternate reality games (Stewart, 2006; Dena, 2007; Montola, Stenros, & Waern, 2009), though constant evolution in this area has made consistent terminology elusive. For Gaming Futures, play centered on the exploration and deepening of four alternative futures, which were transcribed into one-act dramatic “experiential scenarios” (Candy, 2010), which the players acted out after navigating the city on a virtual pathway to learn about their specific scenario (cf. Walz, 2010; Alfrink, 2014). We developed a series of “street artifacts” built using mobile augmented reality, which is to say that we layered alternative futures for Honolulu over the present cityscape (Dator et al., 2013). (See Figure 1.)

    Figure 1. Gaming Futures (Mapped locations for Set 1 Experiences) (2012)

    This led to the emergence of an “experientially augmented toolset,” raising a number of key questions and insights for us as researchers, practitioners, and designers (Candy & Dunagan, 2017). Getting the language or phrasing right when designing a game is everything, and we are firm believers in iterative processes that enable this. Many of our projects have been dual-language, requiring careful attention to both translation of both critical terminology and cultural sensitivities. While working with the United Nations in what is now The Republic of North Macedonia, for example, we had to use the moniker “enhanced survey tool” rather than game; even “serious game” was to be avoided due to concerns that the government might not take to such playfulness.

    Acquiring essential information about the target player group helps narrow design parameters and create a better overall experience. In line with insights from research into learning (Dewey, 1938; Gee, 2004), fostering a positive experience for players reinforces engagement and aids in their retention of information. As our work usually centers on designing engagements for specific audiences, we conduct a scoping mission with our partners before commencing the design process, focusing on who will be playing the game, and who will be looking at the results (Inayatullah, 2006). In the project RIPPLE, we knew that our players would be civil service professionals in Singapore, and results would be viewed by multiple futures research groups. As such, content and mechanics had to designed with different audiences in mind, even if they shared the same general purpose.

    Designing a complex versus a simple game is not a black or white matter. It is often the case that less is more, and we have seen what happens when the “expansion pack” mindset takes hold. One of the best metrics for measuring, or at least considering, a game’s complexity is time. A game that can be learned, or even played, in under 10 minutes clearly needs to be simple. We have benefited from designing games that use a simple pattern (card-tokens-card-repeat), and this cadence has allowed relatively complex data outputs to be generated for planning and policy development. For a project with the United Nations Development Programme in Tonga, we devised a game revolving around the placement of cards, but the first person to place a card exercised a great deal of power, so we used this to challenge gender norms by having a young female player commence the exercise.

    Addressing game mechanics –– the rules by which play is conducted, the formal definition of game objects, and their relationship to one another –– must always be balanced with player experience (Koster, 2013). Experiences, however, are never homogeneous. They are subjective, anticipatory, reactive, and highly emotional, especially when dealing with futures-related content. As many of our designs feature an “in-casting” approach, we often give players a wide degree of latitude to push the boundaries of what is possible with regard to both content and form, but this does not suit all audiences and engagements (Dator, 2009). This is where game design, as with futures practice, is as much an art as a science. Game mechanics set things into motion (and also preclude some things from happening), and player actions are always accompanied by expectations as to how those mechanics function (Schell, 2014). When mechanics and expectations align well, players can engage in a high level of strategy, which is extremely useful for futures-oriented engagements (Salen & Zimmerman, 2004).

    The only real way to find out if your design is operable –– if the player experience is aligning with your goals; if it is producing the desired outputs and learning outcomes –– is to test, refine, and repeat (Fullerton, 2014). Play with novices. Play with experts. Find fresh sets of eyes and ears. After each testing session, be prepared to rethink your approach, and leave your ego at the door. We have had to make major shifts pretty late in the design process, and while this is not desirable or advisable, it is sometimes necessary and can lead to a better play experience. We have benefited immensely from the insights of colleagues as well. Different configurations of players will likely reveal things that you would have never discovered on your own ––exploits, surprises, and seemingly off-the-wall suggestions that could radically change the game (often for the better). We view the increasing number of engagements blending design, gaming, and futures as a move in the right direction.

    Correspondence

    Aaron Rosa

    Fraunhofer Institute for Systems and Innovation Research

    Germany

    E-mail: Aaron.Rosa@isi.fraunhofer.de

     

    John A. Sweeney

    Narxoz University

    Kazakhstan

    E-mail: johnasweeney@gmail.com

    References

    Alfrink, K. (2014). The gameful city. In S.P. Walz & S. Deterding (Eds.), The gameful world: Approaches, issues, applications (pp. 527–560). Cambridge, MA: MIT Press.

    Caillois, R. (2001). Man, play, and games. University of Illinois Press.

    Candy, S. (2010). The futures of everyday life: politics and the design of experiential scenarios (PhD Dissertation). Department of Political Science, University of Hawaii at Manoa. doi:10.13140/RG.2.1.1840.0248

    Candy, S., & Dunagan, J. (2017). Designing an experiential scenario: The people who vanished. Futures, 86, 136–153. doi:10.1016/j.futures.2016.05.006

    Dator, J. (1995). What futures studies is, and is not. Hawaii Research Center for Futures Studies. Retrieved from http://www.futures.hawaii.edu/publications/futures-studies/WhatFSis1995.pdf

    Dator, J. (2009). Alternative futures at the Manoa School. Journal of Futures Studies, 14(2), 1–18. Retrieved from http://www.jfs.tku.edu.tw/14-2/A01

    Dator, J., Sweeney, J. A., Yee, A., & Rosa, A. (2013). Communicating power: Technological innovation and social change in the past, present, and futures. Journal of Futures Studies, 17(4): 117–134. Retrieved from https://jfsdigital.org/wp-content/uploads/2013/10/174-R01.pdf

    Dena, C. (2007). Creating alternate realities. In F. von Borries, S.P. Walz, & M. Böttger (Eds.), Space Time Play: Computer games, architecture and urbanism: The next level (pp. 238–241). Basel: Birkhäuser.

    Dewey, J. (1938). Experience and Education. New York, NY: Kappa Delta Pi.

    Fullerton, T. (2014). Game design workshop: A playcentric approach to creating innovative games (3rd ed.). Boca Raton, FL: CRC Press.

    Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. New York: Routledge.

    Huizinga, J. (1949). Homo ludens: A study of the play-element in culture. London: Routledge & Kegan Paul.

    Inayatullah, S. (1998). Causal layered analysis: Poststructuralism as method. Futures, 30(8), 815–829. doi:10.1016/S0016-3287(98)00086-X

    Inayatullah, S. (2006). Anticipatory action learning: Theory and practice. Futures, 38(6), 656-666. doi:10.1016/j.futures.2005.10.003

    Johnson, S. (2016). Wonderland: How play made the modern world. New York: Penguin Random House.

    Jones, C. B. (1992). The Manoa School of futures studies. Futures Research Quarterly, 8(2), 19-25.

    Koster, R. (2013). Theory of fun for game design. Sebastopol, CA: O’Reilly.

    McGonigal, J. (2003). A real little game: The performance of belief in pervasive play. Conference Proceedings of the Digital Games Research Association (DiGRA), Level Up. Retrieved from https://www.avantgame.com/MCGONIGAL%20A%20Real%20Little%20Game%20DiGRA%202003.pdf

    McGonigal, J. (2008). Why I love bees: A case study in collective intelligence gaming. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 199–227). Cambridge, MA: MIT Press. doi: 10.1162/dmal.9780262693646.199

    Montola, M., Stenros, J., & Waern, A. (2009). Pervasive games: Theory and design. Burlington, MA: Morgan Kaufmann Publishers.

    Ramos, J. M. (2002). Action research as foresight methodology. Journal of Futures Studies, 7(1), 1–24. Retrieved from https://jfsdigital.org/wp-content/uploads/2014/06/071-A01.pdf

    Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.

    Schell, J. (2014). The art of game design: A book of lenses (2nd ed.). Boca Raton, FL: CRC Press.

    Shenk, D. (2011). Immortal Game: A History of Chess. Souvenir Press.

    Stewart, S. (2006). Collaborating with the audience: Alternate reality games. http://www.seanstewart.org/collaborating-with-the-audience-alternate-reality-games/

    Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, MA: Harvard University Press.

    Walz, S. P. (2010). Toward a ludic architecture: the space of play and games. Pittsburgh, PA: ETC Press.

     

    Top Posts & Pages
    • Towards an Explicit Research Methodology: Adapting Research Onion Model for Futures Studies
    • Homepage
    • Jose Rizal: Precursor of Futures Thinking in the Philippines
    • The Tale of Three Futures: Conquest, Reverence or Reconciliation?
    • Special Relativity Theory Expands the Futures Cone’s Conceptualisation of the Futures and The Pasts
    • Regenerative Futures: Eight Principles for Thinking and Practice
    • Brain Computer Interfaces: A New Existential Risk Factor
    • The Future of Strategic Decision-Making
    • A Manifesto for Decolonising Design
    • Worldbuilding in Science Fiction, Foresight and Design
    In-Press

    Drama to Dharma and the Holographic Buddha: Futures Thinking in Thailand

    May 4, 2025

    Article Ivana Milojević1, Sohail Inayatullah2, Ora-orn Poocharoen3, Nok Boonmavichit4* 1Senior Lecturer in Futures, Edinburgh Futures…

    Codes of Tomorrow: Genomic Sequencing Futures in Mexico of 2035

    May 4, 2025

    The Tale of Three Futures: Conquest, Reverence or Reconciliation?

    May 4, 2025

    Extreme Heat Governance Futures for Sydney – What Now, and What If?

    April 21, 2025

    Mama Coca Chronicles: Navigating Ancestral Heritage and Future Narratives

    April 21, 2025

    Parliaments and Foresight: Scanning and Reflections on Parliamentary Futures Work

    March 16, 2025

    Automating Liminality in Foresight Practice

    January 28, 2025

    Dis/abling Futures: What Ableism Stops Us Noticing

    January 28, 2025

    Beyond the Gaia-Borg Dichotomy: Imagining a Second Chance

    January 28, 2025

    Book Review: “The End of the Cow and Other Emerging Issues”

    January 28, 2025

    The Journal of Futures Studies,

    Graduate Institute of Futures Studies

    Tamkang University

    Taipei, Taiwan 251

    Tel: 886 2-2621-5656 ext. 3001

    Fax: 886 2-2629-6440

    ISSN 1027-6084

    Tamkang University
    Graduate Institute of Futures Studies
    © 2025 ThemeSphere. Designed by ThemeSphere.

    Type above and press Enter to search. Press Esc to cancel.