(c) Participation Design Agency and White Wolf. Picture by Bjarke Pedersen

Toolkit: The “See No Evil” or Lookdown

This is the third in a series of posts about the safety and calibration systems used in the New Orleans run of the larp End of the Line. The first was about the OK Check-in and the second about the Tap-Out. The discussion of the Lookdown continues in my next post. The Lookdown is a bow-out mechanic – that is, a calibration mechanic that allows … Continue reading Toolkit: The “See No Evil” or Lookdown

Basics of Opt-In, Opt-Out Design, Part 2: Why?

“Opt-in, opt-out design” = designing participation that empowers individual participants to continuously make informed choices about engaging in an experience as well as in specific aspects of that experience. Opt-in, opt-out design operates on the assumption that to feel curiosity and take initiatives, your player first needs to feel safe. (This is different from being safe, which is important for other reasons, and should be the … Continue reading Basics of Opt-In, Opt-Out Design, Part 2: Why?

Basics of Opt-In, Opt-Out Design, Part 1: Introductory Talk

My keynote from the Living Games Conference 2016 has been released, and having first re-watched it in that cringing way one always does I’m actually now quite happy to share it! It covers an insane amount of ground in 20 minutes, all of which this blog will go into in depth later. (I’m also referencing talks that John Stavropoulos and Maury Brown gave just before mine; they’re really … Continue reading Basics of Opt-In, Opt-Out Design, Part 1: Introductory Talk