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Tuesday, February 16, 2010

World Game









Buckminster Fuller’s Dymaxion World Game

Formed as a reaction to the proliferation of military games addressing the end game scenario. Fuller’s idea for the game is that “advantage at expense” is removed, and the game becomes about how everyone can win. The game was designed to promote understanding of world situations/ relationships and common good for all.

The design of the World Game shows the utopian vision of the designer. By proposing an “everybody wins” objective the project as a game quickly losses interest. While the games and simulations being developed to test theories and responses to a world military conflict always have the hook of conflict and competition between groups. These games thrive on the clear logic of “Us-vs.-Them” that was heightened throughout this period and is a dominant force in gaming. Fuller, by attempting to remove this aspect of the game and substituting the idea of “advantage at expense” with “everyone wins” loses the driving force that the games he is responding to exploit to their great advantage. The idea of everyone winning is one worth pursuing. The question is how do you simulate everyone winning and still utilize the competitive spirit that drives so many successful games?

Interactive Global connections:

http://www.bestiario.org/research/citydistances/


“Interface of communication between the scientific and social communities.”
http://moebio.com/spheres/english.html#

http://www.wainova.org/atlas/

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