Difference between revisions of "Corporate growth game"

From Public Play Space Community
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<h4>Breda, Netherlands, 2020
<h4>Breda, Netherlands, 2020
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| colspan="2" |http://www.howeleryoon.com/work/48/swing-time
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Swing Time is a temporary installation developed within the framework of the Massachusetts Convention Center Authority’s urban renewal initiative. The installation integrates energy generation and plays, demonstrating the relation between production and consumption.
The corporate growth game is a serious board game that aims to stimulate public-private investment in liveability and mobility. The game is based on a real case in Eindhoven, the Netherlands. Eindhoven is home to several major corporations such as: Philips, ASML and Daff.  


The urban playscape is composed of 18 welded polypropylene swings, which hang under a customfabricated solar canopy. The swings are designed in three different sizes so that the community can engage and play with Swing Time as individuals or in groups.
Companies have significant benefits for a city in terms of: jobs, investment opportunities and welfare of the population but they also generate traffic, pollution and often a decrease in health. Such complex systems that simultaneously benefit and harm a city and its residents are often hard to explain, which generally makes collaboration between private companies and the public sector not live up to its full potential.  


Swing Time uses solar energy harvested from a series of photovoltaic cells that translate UV rays into electrical illumination.
The Corporate Growth Game benefits this cause since it grants the opportunity for players to experience this complex system and its impacts rather than to describe it.  


Responsive in real-time to environmental conditions, the playscape’s illumination corresponds to a daily accumulation of solar power, translating UV rays into a visual register that indexes the abundance of solar energy. Photovoltaic cells integrated into the canopy capture and store solar energy during daylight hours. Through an automated system, the accumulated energy is distributed into LED lights located on the swings.
The game has two rules:


Moreover, accelerometers installed within each swing directly respond to the acceleration forces and tilt exerted by users.
1, The player who generates the most revenue at the end of round ten wins the game.


When the swings are not moving, they emit soft White light, thanks to the energy collected during the day.
2, players can make up new rules if they can explain why it should work like that in the real world.  


As the swings increase in momentum from a static position, a microcontroller adjusts the LED output through a gradient scale from white blue to purple.
The game leader is the judge of this; This open mind approach encourages critical and creative thinking and tailor- made solutions for real cases. Every round is five years, in total the four to six players will guide their business over a time span of 50 years. The players of the game are business owners (the bigger, the better), members of a city administration, NGO's or students.  


The responsive elements of Swing Time invite users to interact with the swings and with each other. The overall theme of Swing Time is to entice people of all ages to engage in active public play. Public play creates a community laboratory and raises awareness of energy consumption and production
To make the revenue, they can choose to let their business grow in the city centre or build an additional business. Those businesses are built with revenue. The first two rounds focus on mastering those dynamics and players are guided through this process by a game leader. After the game, a discussion round is facilitated by the game leader. In this discussion, the lessons learned from the game are discuses with the players. In the second phase, those lessons are applied to the city. The concept is currently still under development.


<br />
<br />[[File:Corporate Growth Game 1.png|500x500px]]
[[File:P1 Main.jpg]]
 
[[File:Corporate Growth Game 2.png|500x500px]]
 
[[File:Corporate Growth Game 3.png|500x500px]]
 
[[File:Corporate Growth Game 4.png|500x500px]]


[[File:P1 1.jpg]]


<br />
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Revision as of 11:54, 13 October 2020

Author:

Nick van apeldoorn

Breda, Netherlands, 2020

GAME.png
Purpose
Purpose Activation.pngActivation
Purpose Interconnection.pngInterconnection
Purpose Collaberating.pngCollaborating
Purpose Raise awareness.pngRaise Awareness
Purpose Educate.pngEducate
Purpose Visualise needs.pngVisualize Needs
Purpose Simulate impact of decisions.pngSimulate Impact of Decisions
Purpose Decision making.pngDecision Making
Purpose Designing.pngDesigning
Co-Creation
Co-Creation Co-analysis.pngCo-Analysis
Co-Creation Co-design.pngCo-Design
Co-Creation Co-implementation.pngCo-Implementation
Co-Creation Co-maintenance.pngCo-Maintenance
Co-Creation Co-monitoring.pngCo-Monitoring
Empty.png
Empty.png Empty.png Empty.png
Outcome
Outcome Decision making.pngDecision Making
Outcome Knowledge.pngKnowledge
Outcome Assesment.pngAssessment
Outcome Design.pngDesign
Outcome Inclusion.pngInclusion
Outcome Awareness.pngAwareness
Outcome Partnership.pngPartnership
Empty.png Empty.png
PLAY.png
Mechanics
Mechanics Alternitive reality.pngAlternative Reality
Mechanics Role play.pngRole Play
Mechanics Rule based play.pngRule Based Play
Mechanics Location based.pngLocation Based
Mechanics Simulations.pngSimulations
Mechanics Mapping.pngMapping
Mechanics Geolocation.pngGeolocation
Mechanics Hypothesis.pngHypothesis
Mechanics Metagame.pngMetagame
Tech&Tools
Technology & Tools Analoge Tangibles.pngAnaloge Tangibles
Technology & Tools AR VR.pngAR / VR
Technology & Tools Audio Visual.pngAudio Visual
Technology & Tools Data AI.pngData AI
Technology & Tools Data Collection Visualization.pngData Collection/Visualization
Technology & Tools Digital Interface.pngDigital Interface
Technology & Tools Mobile.pngMobile
Empty.png Empty.png
Aesthetics
Aesthetics Sensation.pngSensation
Aesthetics Imagination.pngImagination
Aesthetics Assemblage.pngAssemblage
Aesthetics Pysical activity construction.pngPhysical Activity / Construction
Aesthetics Realism.pngRealism
Empty.png
Empty.png Empty.png Empty.png
SPACE.png
Scale
Scale Metropolitan.png Metropolitan
Scale City.png City
Scale District.png District
Scale Neighbourhood.png Neighbourhood
Scale Street.png Street
Scale Undefined.png Undefined
Empty.png Empty.png Empty.png
Audience
Audience Community.png Community
Audience Planning expert.png Planning Expert
Audience Stakeholders.png Audience Stakeholders
Audience Policy Makers.png Policy Makers
Empty.png Empty.png
Empty.png Empty.png Empty.png
Scope
Scope Individual.png Individual
Scope Small group.png Small Group
Scope Larger group.png Small Group
Scope Crowd.png Crowd
Scope Pre-defined.png Pre-Defined
Empty.png
Empty.png Empty.png Empty.png



The corporate growth game is a serious board game that aims to stimulate public-private investment in liveability and mobility. The game is based on a real case in Eindhoven, the Netherlands. Eindhoven is home to several major corporations such as: Philips, ASML and Daff.

Companies have significant benefits for a city in terms of: jobs, investment opportunities and welfare of the population but they also generate traffic, pollution and often a decrease in health. Such complex systems that simultaneously benefit and harm a city and its residents are often hard to explain, which generally makes collaboration between private companies and the public sector not live up to its full potential.

The Corporate Growth Game benefits this cause since it grants the opportunity for players to experience this complex system and its impacts rather than to describe it.

The game has two rules:

1, The player who generates the most revenue at the end of round ten wins the game.

2, players can make up new rules if they can explain why it should work like that in the real world.

The game leader is the judge of this; This open mind approach encourages critical and creative thinking and tailor- made solutions for real cases. Every round is five years, in total the four to six players will guide their business over a time span of 50 years. The players of the game are business owners (the bigger, the better), members of a city administration, NGO's or students.

To make the revenue, they can choose to let their business grow in the city centre or build an additional business. Those businesses are built with revenue. The first two rounds focus on mastering those dynamics and players are guided through this process by a game leader. After the game, a discussion round is facilitated by the game leader. In this discussion, the lessons learned from the game are discuses with the players. In the second phase, those lessons are applied to the city. The concept is currently still under development.


Corporate Growth Game 1.png

Corporate Growth Game 2.png

Corporate Growth Game 3.png

Corporate Growth Game 4.png