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Olofsdotter Bergström, Annika
Publications (5 of 5) Show all publications
Olofsdotter Bergström, A. (2020). Levelling Playing Fields: A Nomadic Play Design. In: Nijholt, Anton (Ed.), Making Smart Cities More Playable: . Springer
Open this publication in new window or tab >>Levelling Playing Fields: A Nomadic Play Design
2020 (English)In: Making Smart Cities More Playable / [ed] Nijholt, Anton, Springer, 2020Chapter in book (Refereed)
Abstract [en]

In this article I am exploring how a feminist playing practice presents when using public spaces as playing field, with focus on the human body as the game piece. I will also investigate how this externalized playing gives potential to the player to act and to develop into, what I in this article will call, a nomadic play design. I will do this by describing the site-specific game ‘Levelling playing fields’, which Italian artist duo (Giuliana Racco and Matteo Guidi), a group of Palestinian women, and myself designed together at a sports field in the refugee camp Al-Arroub in the West Bank, in December of 2014. As a game designer, my interests are in the playful body’s meeting with the rules, norms, and behaviours of which public spaces are made up, and to study these rules, how they are created, and how they affect norm-breaking behaviours and actions of the players. I have chosen to name this physical play a deed of ‘a nomadic play design’, an idea inspired by Rosi Braidotti’s concept ‘nomadic body’. To cultivate the physical nomad, I will use as aid Maria Puig de la Bellacasa’s concept of ‘care’ and ‘touch’ in an attempt to link together the sometimes- elusive nature of the nomad with the apparently more structured public space to explore the outcome of that meeting. The aim of the article is to develop the site-specific game genre to emphasize the player’s body as a mean for game design.

Place, publisher, year, edition, pages
Springer, 2020
Keywords
Site-specific game, playable cities, nomadic, game design, care, touch
National Category
Design
Identifiers
urn:nbn:se:bth-18900 (URN)978-981-13-9765-3 (ISBN)
Available from: 2019-11-12 Created: 2019-11-12 Last updated: 2019-11-18Bibliographically approved
Olofsdotter Bergström, A. & Elovaara, P. (2018). Playing a City. In: Brooks, AL Brooks, E Vidakis, N (Ed.), INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION: . Paper presented at 6th European-Alliance-for-Innovation (EAI) International Conference on Interactivity and Game Creation (ArtsIT) / 2nd International Conference on Design, Learning and Innovation (DLI), OCT 30-31, 2017, Heraklion, GREECE (pp. 304-313). SPRINGER
Open this publication in new window or tab >>Playing a City
2018 (English)In: INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION / [ed] Brooks, AL Brooks, E Vidakis, N, SPRINGER , 2018, p. 304-313Conference paper, Published paper (Refereed)
Abstract [en]

This paper is based on exploratory interventions in a small city in the south-eastern part of Sweden. The interventions were inspired both by the art movement of Situationists and site-specific games. The activities were also supported by a diversity of theoretical perspectives. During winter 2016 eight women explored by developing playful methods what a city, understood both as a social and material space, could mean for a group of women recently moved to the city. Through the playful approach the project opened up room for participatory design and abled the group to formulate eight rules, also available for other city explorers in other cities.

Place, publisher, year, edition, pages
SPRINGER, 2018
Series
Lecture Notes of the Institute for Computer Sciences Social Informatics and Telecommunications Engineering, ISSN 1867-8211 ; 229
Keywords
Site-specific games, Rules, Playful, Explorative method Participatory design, City
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:bth-17278 (URN)10.1007/978-3-319-76908-0_29 (DOI)000448765200029 ()978-3-319-76908-0 (ISBN)
Conference
6th European-Alliance-for-Innovation (EAI) International Conference on Interactivity and Game Creation (ArtsIT) / 2nd International Conference on Design, Learning and Innovation (DLI), OCT 30-31, 2017, Heraklion, GREECE
Available from: 2018-11-15 Created: 2018-11-15 Last updated: 2018-11-15Bibliographically approved
Olofsdotter Bergström, A. (2018). To design with strings for playability in cities. In: Brooks A.L.,Brooks E.,Sylla C. (Ed.), Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST: . Paper presented at 7th EAI International Conference on Arts and Technology, Interactivity, and Game Creation, ArtsIT 2018 and 3rd EAI International Conference on Design, Learning and Innovation, DLI 2018; Braga; Portugal; 24 October 2018 through 26 October 2018 (pp. 256-265). Springer Netherlands, 265
Open this publication in new window or tab >>To design with strings for playability in cities
2018 (English)In: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST / [ed] Brooks A.L.,Brooks E.,Sylla C., Springer Netherlands, 2018, Vol. 265, p. 256-265Conference paper, Published paper (Refereed)
Abstract [en]

This paper explores how Donna Haraway’s “String Figuration” together with Maria Puig de la Bellacasa’s concept of “touch” as a design method have worked in the process of an augmented reality (AR) play called Play/ce. The aim of this paper is to propose that designers of playful cities are creating the conditions for playability to show how players can try out and play with responses in a city by different acts of touch. I suggest that responding, which comes from the act of relaying, is part of designing ‘games as a social technologies’, a concept from Mary Flanagan. I will develop this concept since I think it is especially interesting to take into account when it comes to using cities as playgrounds and turn people into full body players to explore what touch means.

Place, publisher, year, edition, pages
Springer Netherlands, 2018
Series
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, ISSN 1867-8211 ; 65
Keywords
City, Playability, Responding, Social technology, String figure, Touch
National Category
Other Engineering and Technologies not elsewhere specified
Identifiers
urn:nbn:se:bth-17300 (URN)10.1007/978-3-030-06134-0_30 (DOI)9783030061333 (ISBN)
Conference
7th EAI International Conference on Arts and Technology, Interactivity, and Game Creation, ArtsIT 2018 and 3rd EAI International Conference on Design, Learning and Innovation, DLI 2018; Braga; Portugal; 24 October 2018 through 26 October 2018
Available from: 2018-11-19 Created: 2018-11-19 Last updated: 2019-02-21Bibliographically approved
Olofsdotter Bergström, A. & Elovaara, P. (2017). 8 women 8 rules. In: Alves, Luis M; Alves, P y García García, F (Ed.), Libro de Actas V Congresso Internacional Cidades Criativas: . Paper presented at ACTAS ICONO 14 – V Congresso Internacional Cidades Criativas, Porto-Portugal (pp. 525-526). Porto: ICONO14
Open this publication in new window or tab >>8 women 8 rules
2017 (English)In: Libro de Actas V Congresso Internacional Cidades Criativas / [ed] Alves, Luis M; Alves, P y García García, F, Porto: ICONO14 , 2017, p. 525-526Conference paper, Published paper (Refereed)
Abstract [en]

8 women in a dark Nordic winter forest, playing around with flashlights, accompanied by the echoing of a world famous Arabic singer from their mobile phones-

what has this to do with creative and playful cities?

 

This forest expedition was a part of a non-traditional participatory research and action project from southeastern Sweden. The project provides the empirical material for our reflective story. The overall aim of the project was to investigate, through playful explorations, how a diverse group of women can transform for us unfamiliar places, both concerning geographical, cultural, social aspects, and also how places in themselves can transform people. Ultimately the project also challenged the notion of citizenship not as a legal term but as an active and ongoing becoming. The core group of the project was created by academic scholars, municipality and a number of female immigrants from Syria.

 

When we started to plan the project we were in need of theoretical guides that could support us in our playfulness, without losing the critical and situated understanding of our trajectory and hence we identified some key concepts provided by our epistemological companions, such as:  caring (de la Bellacasa, 2012), touching/becoming (de la Bellacasa, 2009), messiness (Law, 2004). To meet up these approaches we had to rely on and develop methods that could enable the exploratory playfulness; therefore, we turned to the artistic movements of Situationists and Surrealists.

 

These choices demanded a sensitive awareness towards ourselves, each other and the places. We locate this project as a transdisciplinary framework of site-specific games, participatory design and feminist research.

Abstract [es]

8 mujeres jugando con linternas en un oscuro e invernal bosque Nórdico, acompañadas por los ecos en sus celulares de una cantante árabe mundialmente famoso -

Qué tiene que ver esto con ciudades creativas y divertidas?

 

Ésta expedición al bosque fue parte de un proyecto no tradicional de investigación-acción participativa en el sud-este Sueco. El proyecto proporcionó el material empírico para nuestra historia reflexiva. El objetivo general del proyecto fue investigar, a partir de divertidas exploraciones, cómo un grupo diverso de mujeres pueden transformar para nosotros lugares desconocidos, por un lado sobre los aspectos geográficos, culturales y sociales, y por otro sobre cómo lugares por si mismos pueden transformar a las personas. En el fondo el proyecto también desafió la noción de ciudadanía, no como un término legal, sino como un activo y continuo "llegar a ser". El equipo central del proyecto estuvo conformado por académicos, agentes de la municipalidad, y un grupo de mujeres inmigrantes Sirias.

 

Cuando comenzamos a planificar el proyecto tuvimos la necesidad de referentes teóricos que pudieran apoyarnos en nuestra diversión "playfulness", sin perder el entendimiento crítico y situado de nuestra trayectoria. Así pues, identificamos algunos conceptos clave provistos por nuestras acompañantes epistemológicas, tales como: cuidado "caring" (de la Bellacasa, 2012), tocar-sentir/llegar a ser "touching/becoming" (de la Bellacasa, 2009), desorden "messiness" (Law, 2004). Para encontrarnos con estos enfoques hemos usado y desarrollado métodos que pudieran facilitarnos una exploración divertida "the exploratory playfulness"; por lo tanto nos inclinamos hacia los artísticos movimientos de Situacionistas y Surrealistas.    

 

Estas elecciones demandaron una conciencia sensible de nosotras mismas, de cada una y de los lugares. Nosotras localizamos este proyecto como un marco transdisciplinario de juegos geolocalizados "site specific games", diseño participativo e investigación feminista.

Place, publisher, year, edition, pages
Porto: ICONO14, 2017
Keywords
site-specific games, playfulness, caring, touching, juegos geolocalizados, diversión, cuidado, tocar
National Category
Engineering and Technology
Identifiers
urn:nbn:se:bth-15723 (URN)978-84-940289-8-4 (ISBN)
Conference
ACTAS ICONO 14 – V Congresso Internacional Cidades Criativas, Porto-Portugal
Available from: 2018-01-08 Created: 2018-01-08 Last updated: 2018-01-08Bibliographically approved
Olofsdotter Bergström, A. (2015). Är tekniken en man? (65ed.). In: Om Sverige i framtiden: – en antologi om digitaliseringens möjligheter (pp. 273-289). Stockholm: Fritzes
Open this publication in new window or tab >>Är tekniken en man?
2015 (Swedish)In: Om Sverige i framtiden: – en antologi om digitaliseringens möjligheter, Stockholm: Fritzes, 2015, 65, p. 273-289Chapter in book (Other academic)
Abstract [sv]

Det är mycket nedslående att leva i en tid där det är lättare att spränga en atom än en fördom, Einstein.

Efter en genomlysning av rapporter, forskning, analyser, artiklar och ett försök till en bred blick i detta kapitel återstår egentligen bara frågor. Varför heter det Informationsteknik (it) eller Information, kommunikation och teknik (IKT) och inte något bredare som öppnar upp för fler tolkningar och möjligheter för vad denna tek-nik kan stå för, göra med oss, skapas av oss och förändra på djupet så att inte kvinnor behöver exkluderas ur denna sfär?Jag undrar ofta varför det görs skillnad på Datorspel och it? Är teknisk utveckling och nöje oförenliga för att det ena anses mindre seriöst än det andra?Varför är inte programmering obligatoriskt på grundskolorna så att eleverna kan börja tillämpa matte på ett mer pragmatiskt sätt, och göra roliga experimentella spel, robotar, appar och konst? Får vi inte ha roligt när vi lär oss? Varför ses inte teknik som en kulturskapande process, en mänsklig förståelse, en livsnjutande självklarhet? Varför utgår vi inte oftare från ordets grekiska ursprung techne som står för konst, skicklighet, hantverk? Varför ska vi hela tiden definiera och avgränsa betydelsen av teknik och därmed inkludera eller exkludera människor i den innersta kretsen? Skulle inte genuskunskap och intersektionalitet kunna vara ett obligatoriskt ämne i grundskolan som sedan också genomsyrar högskolevärlden? Behöver vi inte mer kunskap och förståelse för hur vi relaterar till varandra och till omvärlden?

Place, publisher, year, edition, pages
Stockholm: Fritzes, 2015 Edition: 65
Series
Statens offentliga utredningar, ISSN 0375-250X ; 2015:65
National Category
Interaction Technologies
Identifiers
urn:nbn:se:bth-18977 (URN)978-91-38-24321-3 (ISBN)
Available from: 2019-11-28 Created: 2019-11-28 Last updated: 2019-12-13Bibliographically approved
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