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  • 1.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Levelling Playing Fields: A Nomadic Play Design2020In: 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.

  • 2.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ta plats: Plats-specifika spel i dialog med feministisk teknovetenskap2020Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The starting point of this dissertation is to examine how playing which stems from players’ physical bodies and public spaces can be meaningful in the everyday lives of cities. I will be assuming that the physical location and the player’s body earn too little attention in site-specific games. In this dissertation work I have merged site-specific games and feminist technoscience to be able to observe the outcome of that union. Feminist technoscience contributes to the development of a game/play design in which the senses of the players respond to and touch their surroundings to aid in a repositioning of habitual behavior into exploratory playing actions. My work involves whatthe meaning of materialism can be to game/play design; the surfaces of places, light conditions, objects and shapes, as well as the perceptions, norms and customs which are of importance to players and their choices, requests, deeds, and struggles. Together, public spaces and players create the game/play design and renegotiate the role of the material in relation to site-specific playing. My research contributes to the field often known as ‘playable cities’. The intention is to develop a critical game/playdesign which acknowledges the complexity of cities and human activities within them. Game/play design methods informed by everyday practices and objects ‘at hand’ in my work assist designs for site-specific games. The enabling of movement possibilities via games and diversion poses questions of how and for what humans use public spaces. Empirically, this study consists of three site-specific games which I designed in different locations with different groups of female players. In the dissertation I developwhat I call playingdesign. This means that the players play and design the practice of playing simultaneously. A feminist technoscientific playingdesignis, in this dissertation, about researching a world that seems structured and regulated but can be proven flexible and intricate through playing. It is a playingdesign that not only plays with what is established in everyday places but also tries to find and nurture the unexpected. A feminist technoscientific playingdesign is a methodology to create playful acts in order to resist that which tends to become overly conventional or standardized in the lives and conduct of people in cities.

  • 3.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    To design with strings for playability in cities2018In: 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 (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.

  • 4.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Är tekniken en man?2015In: 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?

  • 5.
    Olofsdotter Bergström, Annika
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    8 women 8 rules2017In: 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 (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.

  • 6.
    Olofsdotter Bergström, Annika
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Inst Technol, Technosci Studies, S-37435 Karlshamn, Sweden..
    Playing a City2018In: INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION / [ed] Brooks, AL Brooks, E Vidakis, N, SPRINGER , 2018, p. 304-313Conference 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.

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