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Serious worldsaving play

My latest article for the Austin Chronicle, in the just-released "green crush" issue, is about sustainability and gaming. The article mostly focused on an interview with Pliny Fisk, who's thinking hard about serious, robust sustainaqbility games and how they might work. [Link]

Fisk has been thinking hard about how to build a green game that's engaging and fun but with serious real-world implications, such as location-specific modeling of the balance that sustainability requires. One kind of game would focus on and simulate real city environments. It would explore models that maximize efficiency and minimize the environmental impact of the built environment. Fisk sees four flows that would be relevant: materiality flow, energy flow, information flow, and monetary flow.

"Any one of those things can work related to the others," he says, "but they can also work independently. One measure of a city, from an information standpoint, is how much of the information network is actually reinforcing that place. How many newsletters and how many organizations and how many information sources are actually supporting and talking about the city, its people, its business?" There are also social information flows. "You could link people based on similar attributes and needs and so on. It's very much a peer-to-peer and can be a place-oriented way of operating." So an eco-game might include a city-centric social network.

posted this at 11:35 PM
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