Revision as of 11:42, 8 October 2020 by Admin (talk | contribs) (added pictures)

Raiders of the lost water

From Public Play Space Community

Author:

Alessandro Gurrieri

Palermo, Italy, 2016

https://www.youtube.com/watch?v=PGvY22jSibo&feature=youtu.be
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
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Outcome
Outcome Decision making.pngDecision Making
Outcome Knowledge.pngKnowledge
Outcome Assesment.pngAssessment
Outcome Design.pngDesign
Outcome Inclusion.pngInclusion
Outcome Awareness.pngAwareness
Outcome Partnership.pngPartnership
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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
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Aesthetics
Aesthetics Sensation.pngSensation
Aesthetics Imagination.pngImagination
Aesthetics Assemblage.pngAssemblage
Aesthetics Pysical activity construction.pngPhysical Activity / Construction
Aesthetics Realism.pngRealism
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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
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Audience
Audience Community.png Community
Audience Planning expert.png Planning Expert
Audience Stakeholders.png Audience Stakeholders
Audience Policy Makers.png Policy Makers
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Scope
Scope Individual.png Individual
Scope Small group.png Metropolitan
Scope Larger group.png Small Group
Scope Crowd.png Crowd
Scope Pre-defined.png Pre-Defined
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In 2016, in collaboration with the Ecomuseum Mare Memoria Viva, we developed a project aimed at the rediscovering of the coastline of Palermo. The building abuses have over time stolen the sea from the citizens - 22 km of coastline, 8 km of which are perceived and only 4 km of which are dedicated to bathing. The game was proposed as an excuse to show players some access points to the sea, which are hidden or unknown.

Along the 22 km of coastline, we chose 9 access points, which correspond to the 9 intermediate game phases. The selected means of transport were bikes. During the game, the 60 participants divided up into teams rode their bikes from stage to stage. At each stage, every team played and collected a seawater sample. Every moment of the game focused on sea and how the city perceived it in the past: dancing at Lido Petrucci, recognizing the species of fish in the photos, putting the lyrics of a historic Italian song about the sea into order, and convincing 10 passers-by to sing it in a chorus with the team, obtaining permission from a captain to board his/her boat, building up with paper a boat capable of floating, making sea knots, playing with bocce on the sand, digging in the sand in search of some treasure.

At the end of the ninth phase, after collecting the ninth seawater sample, the team returned to the starting point, poured collected water samples into a transparent container and rang the victory bell. The first team to ring the bell wins. The ranking was drawn up by taking into account the order of arrival of each team. At the end of the game, the 60 players poured all their samples into a single container, figuratively rejoining the 22-km coastline. The players were asked to publish their highlights on their socials, so that their experience could exponentially increase the notoriety of the 9 hidden sea access points, and making the sea more accessible to all citizens.

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