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Asphalt Games: Enacting Place Through Locative
Media
by Michele Chang
Senior Design Researcher
Intel Research
2111 NE 25th Ave.
Hillsboro, OR 97124
U.S.A.
Tel: +503 712 5225
michele [dot] f [dot] chang [@] intel [dot] com
and Elizabeth Goodman
Design researcher
Intel Corporation
HF3-96 5200 NE Elam Young Pkwy
Hillsboro, OR 97124
U.S.A.
Tel: +503 696 1843
Fax: +503 696 1231
elizabeth [dot] s [dot] goodman [@] intel [dot]
com
Related URL: http://www.asphalt-games.net
KEYWORDS
locative media, performance, public space,
social cartography, games
ABSTRACT
Locative media - the representation and
experience of place through digital interfaces
– opens frontiers for artistic expression
in public space. With New York as a gameboard
and a website prompting play, players of *Asphalt
Games* conquer turf on an online map by performing
and documenting game moves on real-world streets.
They vie for territory through physically and
socially risky games combining found objects,
traditional street games, and social commentary.
As a hybrid of physical and digital performance,
*Asphalt Games* exists through the interplay of
social and spatial play. It suggests that locative
media move beyond pinpointing location to enacting
place as a medium for expression.
BEYOND THE GRID
In maps or satellite photographs, the
New York City street grid appears as crisp as
when first built nearly two centuries ago. Yet
then as now, the order seen from above collapses
into the noise and tumult of street level life.
Until the 1980s, New York streets, though sometimes
dangerous and derelict, were often playgrounds
[12]. Now, street games such as stickball, marbles,
and hopscotch are no longer as prevalent. New
York’s children still play in the streets,
but the recreational activity of choice is now
likely to be shopping.
Attempts to "reclaim the streets" as
a site for non-commercial play have flourished
recently, as evidenced by the international Reclaim
the Streets movement’s slogan of "celebration
as direct action; dance as resistance" [11].
The Cacophony Society, self-proclaimed "dada
clowns rewiring the neural circuits of the community"
have branches in several American cities [3].
Following McKenzie’s theory of performance
as at once artistic practice and technological
imperative [15], public play makes alternatives
to the norm of efficiency visible.
Beginning in the 1950s, a group of artists and
intellectuals in France decided that utopian ideologies
of urban planning concealed a metropolis of regimentation.
They called themselves the Situationists. As one
slogan put it in 1967, "The guarantee that
we will not die of starvation has been purchased
with the guarantee that we will die of boredom"
[13]. In wandering the streets according to game-like
rules or momentary whims, they sought to revitalize
urban experience by constructing new "situations".
Situationist interventions employed randomness
and satire. The most prominent of these experiments
was the dérive, or "drift", in
which individuals abandon normal everyday practices
in favor of alternate acts dictated by the urban
terrain and encounters found therein [5].
Inspired by the Situationist techniques of derive
[5] and detournement [6] as well as contemporary
psychogeographic experiments in algorithmic walks
[10], we designed and built *Asphalt Games*, first
as students at New York University’s Interactive
Telecommunications Program in 2003 and then with
the sponsorship of Intel Research in 2004. *Asphalt
Games* is a location-based game in which players
vie for territory on an online map of New York
City by playing their own, modern day "street
games" on real-world street corners. Gameplay
started with "friends-only" trials at
New York University and continued through open
invitations on weblogs and New York events mailing
lists such as the nonsensenyc list [17]. By the
end of active play in October 2004, the game had
over 80 registered players.
The game was intended to encourage "ordinary"
New Yorkers to imagine, perform, document and
share physical responses to an increasingly regulated
and surveilled public sphere. As designers, we
hoped to change the way both active players and
the physical and online onlookers understood public
spaces in New York. By linking game success to
exploration of territory, we also hoped players
would explore new neighborhoods.
We define locative media as the representation
and experience of place through digital interfaces.
The ever-advancing geographic positioning capabilities
of mobile devices and the embedding of geographic
location into online experience are both changing
the way we experience the world around us. Embedded
in mobile devices, technological capabilities
are especially changing the way we experience
public spaces. As the physical and digital become
ever more entwined, we cannot evade the responsibility
to describe location beyond physical coordinates.
Grounded in the human experience of play, hybrid
games such as ours acknowledge that spatial knowledge
becomes social, and the social can become spatial.
HOW TO PLAY
Based on techniques for improvisational
theater games, game moves ("stunts")
have three components: an object, an action, and
a theme. The stunt generation engine randomly
selects these components from a database, and
the player may "roll again" as often
as she chooses until an exciting combination presents
itself. An object can be any item often found
in a city, such as coffee cups, newspapers, and
fire hydrants. An action can be any traditional
American outdoor game such as hopscotch, hide-and-go-seek,
and tag. A theme is an event or situation prevalent
in metropolitan life, such as "happy hour",
"vice", or "hailing a cab."
It is a wild card altering the interpretation
of the other components.
As in charades, players must imaginatively communicate
all three components through props, setting and
a sequence of actions. We generated the original
set of components from research into the history
of street games as well as our own experience
(as long-time New Yorkers) of the city. However,
after the first iteration of the game interface,
we added a suggestion feature so that players
could enrich our list and take more ownership
of the game.
Each stunt is associated with a node, which is
the street corner in New York where the stunt
took place. Nodes are marked on the virtual map
with their owners’ tags [see figure 1] Stunts
are always situated within a specific neighborhood
or even street corner, so they must be judged
in context. The same behavior that is amusing
in a children’s park might be less so on
a deserted residential street. Imaginative performances
- and thus game standing - are improved by clever
use of the surrounding landscape.
Players document their stunts through digital
photographs uploaded to the website. The photographs
and accompanying description inspire community
ratings. Players may only rate a stunt once, but
they can comment as much as they like. The comments
become a more nuanced counterpoint to the flat
ratings, and often record debates over the meaning
and value of a player’s actions.
If a player wishes to take over a corner already
owned by another player, s/he must create and
document another stunt using the same elements
as the first. The whole game community must then
decide which stunt wins the "rumble".
There is no final disposition of the city, so
one street corner may change hands as many times
as there are players who want it.
HYBRID GAMES
The ability to link location to digital
devices, coupled with an increasing interest of
urbanites in mass public events (such as Flash
Mobs [14] and, in the U.S., the bicycle crowds
of Critical Mass [2]) have sparked the development
of games that bridge the online and "real"
worlds. Hybrid games - sometimes called "mixed-reality
games" [cite Benford] - that combine physical
and digital play arise from this recent cultural
and technological watershed.
*Asphalt Games* exists within a growing movement
of New York-based hybrid games addressing Manhattan’s
characteristic grid. The first, 2002’s *Noderunner*
[8], uses the invisible wireless spectrum as its
field. As played in Manhattan, it sent players
racing from north to south on a treasure hunt
for access points. In comparison, *Asphalt Games*,
designed in 2003, uses street corners as territory
markers for players to capture and control. And
in the case of 2004’s *PacManhattan*, [18]
Manhattan’s gridded streets stand in for
PacMan’s maze.
Like many other physical-digital games, *Asphalt
Games* is based on a familiar mode of play. For
example, Blast Theory’s *Can You See Me
Now?* [1] is an updated chasing game (like Tag)
in which offline players attempt to catch their
online counterparts. *Asphalt Games* is a mix
of traditional turf games (like Capture the Flag)
and performance games (like charades).
Compared to day-length games such as *Noderunner*,
*Asphalt Games’* social component moved
in slow motion. Without a set beginning or end,
there was no incentive for intense, frequent participation.
Stunts were initiated and conducted within a week,
but a month could go by between stunts for some
players. In such a long-running game, momentum
is created through a scarcity of space, not time.
If games are inherently driven by competition,
then *Asphalt Games’* competitive spirit
suffered from too much time and too large a gameboard.
As game designers, we took a risk in not verifying
the spatial location of play. Unlike most other
location-based games, *Asphalt Games* is based
on self-reported positioning. Players’ decisions
to 'cheat' prompted online dialogue about the
nature of play. Have you really played the game
if you weren’t in New York City? Have you
really played the game if you used Photoshop?
The self-policing nature of the player community
determined the answers. Through individual votes
and comments, the community of players controlled
the course of the game.
RISK AND PUBLIC PLAY
As adults, powerful sets of social norms
regulate our behavior at nearly all times. Games,
however, can excuse adults (and certainly children)
from adhering to ordinary customs. Games create
their own worlds that temporarily overwrite everyday
rules. For that reason, most public games for
adults advertise themselves *as games* to excuse
potential transgressions. Often, games require
distinctive clothing or equipment and are played
in a special zone (a park or court). These safeguards
legitimize otherwise abnormal behavior.
But playing invented games on street corners
- and then uploading documentation to the Internet
- can be socially uncomfortable or even dangerous,
especially for people who may not identify themselves
as risk-takers. Players are required to act unusually
in places often unsanctioned for anything but
transportation, commerce or (in the case of a
fire station) public safety. In Lower Manhattan,
succeeding generations of youthful rebellion have
permanently altered neighborhood norms. We hoped
that introducing *Asphalt Games* in there would
minimize any fears. However, interviews with selected
players revealed that social anxiety about self-exposure
significantly deterred play. One player would
only participate on her rooftop (a dubiously "public"
place). She feared a loss of professional credibility
if acquaintances witnessed odd behavior.
The rumble between Parade and Monkey exemplifies
this tug-of-war between verve and social convention
[16]. Monkey staged a stunt on his rooftop, which
happened to be on a street corner. He wore a tank
top made from an "I heart NY" plastic
bag (used to "take out" food from restaurants)
and played a game of "kick the can"
to satisfy the elements: "I heart NY",
"Kick the Can", and "Take Out."
A few weeks later, challenger Parade staged a
more elaborate performance [19, see figure 2]
and defeated him. Wearing restaurant workers’
uniforms and carrying restaurant take-out bags,
she and a partner played "Kick the Can"
on bicycles, watched by neighborhood children.
The last image of her stunt depicts a chalk drawn
mural on the street depicting an "I heart
New York" drawn along with a monkey figure
with X’d out eyes [see figure 3]. In an
interview, Parade told us that Monkey’s
retreat to the roof, which she saw as cheating,
inspired her challenge.
When locative media leaves the gallery, it leaves
behind the social safeguards surrounding designated
art spaces. Because we cannot control the crowds
around us in public places, we must consider the
role of bystanders, police officers, and other
people outside the game. Given the time, effort,
and potential risk involved, *Asphalt Games’*
active players (as opposed to those who only visited
the site) tended to be socially confident, with
little fear of police attention and spare time
to coordinate elaborate stunts. We suspect that
the game’s demands excluded those feeling
less secure, whether about police attention or
from loss of social status online and off.
*Asphalt Games* exposes participants on the street
*and* on the website. Photographs from the website
could be easily copied and repurposed, continuing
the visibility of transgressive actions. One player
even reused a stunt photo for an emailed party
invitation, thus extending the reach of his stunt
into the rest of his social life. *Asphalt Games*
took place within a wider context of players’
social life; the photographs and stories that
were its products served multiple purposes for
groups of friends. For some players, the photograph
was the end of the game. Carefully composed and
shot, it promoted their cleverness and creativity.
For others, the photograph was secondary. Blurry
and often confusing, the photographs taken by
these players reveal not showmanship but the opposite:
an experience deliberately left inaccessible for
those who were not physically there.
Player interviews suggested two divergent models
of public behavior, technology, and spectatorship.
One group saw the dual public spaces of street
and website as sites of performance/applause:
stunt as opportunity to win social status. For
another group, the street/website represented
surveillance/punishment: every stunt as dangerous
loss of control over self-representation. The
game design does not favor either model, giving
players power over planning stunts, reporting
location, and documenting actions. Though players
in Asphalt Games cannot control who witnesses
their behavior, they are ultimately the instigators
and actors in their own plays [4].
WHAT WE LEARNED
Like other hybrid games, such as *Can
You See Me Now?*, *PacManhattan*, and *Noderunner*,
*Asphalt Games* takes place both online and on
the physical streets of a city. Yet *Asphalt Games*
moves beyond location as constant - a stable set
of coordinates that unambiguously 'locates' us
on a gameboard - to consider how player activity
constructs 'place' out of data.
Ironically, we had spent considerable time designing
the map as both a spatial overview of game activity,
and as a visual introduction to the game for newcomers.
We imagined that our coordinate-based map would
serve as a kind of canvas or wall for players
to tag, much as graffiti writers leave their names
on city walls to prove their presence. And some
of that behavior happened. One group of players
systematically took over a string of subway stops
on the L line - a joke visible only on a map.
However, visitors to the site did not often use
the map. Instead, they navigated through lists
of most recent or most highly ranked stunts. Due
to technological limitations in the pre-Google
Maps days, players had to manually enter cross
streets into web form - not click on the map -
to initiate stunts. Text entry moved the focus
of interaction off the map. However, one unexpected
result of the freeform text entry was that players
began to play "off the map." They ignored
the implicit boundaries of the map viewing area
and instead created private stunts that never
reached the gameboard.
The tension between a general diagram and the
specificity of human experience is a common theme
in hybrid media. Maps can rework the complexity
and occasional ugliness of the territory they
represent into abstracted beauty. Through them,
we run the risk of masking the complexity of embodied
experience with well-intentioned simplification.
Maps are clear, which is why they are so useful
in navigation. Maps are clear, which is why they
often lead us astray. Focusing on building and
maintaining a spatially organized gameboard distracted
us from supporting the social games motivating
the activity.
Through the comments and ratings, the stunt pages
play out negotiations around the meaning of neighborhoods
and spaces. They also play out deeper conversations
about fairness, friendship, and artistic merit.
Though we as creators are responsible for the
website, this partial loss of control proved unexpectedly
fruitful. Instead of communicating our own vision
for New York neighborhoods we loved, the game
revealed aspects of the city that we could never
have imagined.
Enacting place
Many genres of locative media structure
interaction with places through information delivery.
Consider "place-based storytelling"
or "tour guide" applications [9] in
which participants uncover a pre-existing set
of stories as they move through space. In tour
guide projects, the creator(s) link pre-determined
content to specific locations, which their audience
access through geographic movement. Tour guide
projects rely upon an ownership model for location-based
experience, in which the creator becomes the sole
storyteller or "owner" of a place, and
the audience passive spectators. In contrast,
*Asphalt Games* and other collaboratively generated
locative media projects function as a medium through
which people tell their own stories.
When we start to tell stories is not merely a
series of coordinates, but rather a medium for
expression. One player’s (Dface) use of
the Roosevelt Island Tram in a stunt requiring
'Man-purse', 'Jumprope', and 'Hangover' reflects
an understanding of a particular place and an
interest in performing this knowledge within the
space of the game [7, see figure 4]. In the player’s
stunt, we see him board the tram (which links
Midtown Manhattan to Roosevelt Island). He rides
across with his manpurse (a Samsonite overnight
traveler) strapped over his shoulder. Advancing
through the images, we then see that he has reached
the other side and begins to jumprope through
the strap of the man-purse. In the background,
we see the air tram hovering above the ground
as it makes its return journey, standing in for
'Hangover.' This stunt rated high in the eyes
of the community, receiving a 4.7 out of a possible
5 (at time of writing; stunt ratings continually
change) when it was first judged. We believe that
its popularity is based on its linguistic and
locative play.
The distinction between embedded versus emergent
experiences of place calls into question the very
nature of designing locative media for public
spaces. If digital interventions are to have an
affect on the physical world, it is crucial to
address the ways humans understand and enact the
limitations and constraints of public places.
Indeed, as we came to understand, the medium’s
power ultimately resides in changing everyday
movement through space.
Combining ordinary street corners and random
stunt elements into a funny or exciting stunt
can be difficult. When we work hard at locative
play, we reflect on the historical, social, and
spatial dimensions of well-known neighborhoods
and practices. When we are acting out these reflections,
we reveal something about ourselves through the
places in which we act them. Location becomes
a communicative medium in its own right.
Many locative applications treat location as
a canvas - a place to tell; a place to mark; a
place to store. The dynamism of *Asphalt Games*
as a locative experiment comes from the active
interpretation of familiar places, or better still,
manipulation of their attributes. Embodied play,
like the 'cheating' of the system itself, is perhaps
best seen as a metaphor for the way in which locative
media can be enacted, as something to be gamed,
misused, or perhaps overthrown. Location no longer
as notebook, frame, text, or coordinate, but a
medium reshaping itself and the people who invoke
it.
ILLUSTRATIONS
Figure 1. Screenshot of online
gameboard representing play in New York City’s
East Village. Players lizg and pachanga have recently
completed stunts, whereas piQued and maverick
are about to stage new ones.
Figure 2. Screenshot of a rumble taking
place between current champion, Monkey, and his
challenger, Parade. After a rumble stunt is completed,
voting is open for 72 hours, after which the player
with the highest score claims victory.

Figure 3. Final photograph in a series
documenting challenger, Parade’s stunt.
This photograph would have appeared in the same
format as in figure 2, but was downloaded from
the site as an image only.
All images copyrighted ©
Chang and Goodman
NOTES
1. Steve Benford and others, "Coping with
uncertainty in a location-based game", in
*IEEE Pervasive Computing Journal*, July - September
(2003).
2. Susan Blickstein and Susan Hanson, "Critical
mass: forging a politics of sustainable mobility
in the information age", in *Transportation*,
Volume 28, pp. 347 – 362 (November 2001).
3. http://www.cacophony.org
4. M. Chang and E. Goodman, "Digital Street
Game: Location-Based Game as Research Probe",
in *Poster Proceedings of the 2004 conference
on Ubiquitous Computing*, (Nottingham, UK, 2004).
5. Guy Debord, "Theory of The Dérive,
Internationale Situationniste #2", Trans.
Ken Knabb. *Situationist International Anthology*,
(1958).
6. Guy Debord and Gil J. Wolman, "A User’s
Guide to Detournement", in *Les Lèvres
Nues*, No. 8 (May 1956). Trans. Ken Knabb. *Situationist
International Anthology*, (1958).
7. Dface, *man-purse, jumprope, hangover*, (http://www.asphalt-games.net/play/ViewStunt.aspx?StuntId=271,
accessed March 2005).
8. Yuri Gitman and Carlos Gomez de Llarena, *Noderunner*,
(http://noderunner.omnistep.com/play.php, accessed
March 2005).
9. Reinhold Grether, *Dr. Reinhold Grether's
directory to mobile art and locative media* (http://www.netzwissenschaft.de/mob.htm,
accessed March 2005).
10. Joseph Hart, "A new way of walking",
*Utne Reader*, (July / August 2004).
11. J. Jordan, "The Art of Necessity: The
Subversive Imagination of Anti-Road Protest and
Reclaim the Streets", G. McKay (ed).), *DiY
Culture: Party and Protest in Nineties Britain*,
(London: Verso, 1998) pp. 129-151.
12. K. Malone, "Street life: youth, culture
and competing uses of public space", in *Environment
& Urbanization*, Vol. 14, No. 2 (October 2002).
13. Greil Marcus, *Lipstick Traces: A Secret
History of the Twentieth Century* (Cambridge:
Harvard University Press, 1990).
14. Paul McFedries, "Mobs R Us", in
*IEEE Spectrum*, Vol. 40, No. 10, pp. 56–56
(October 2003).
15. Jon McKenzie, *Perform or Else: Discipline
to Performance* (New York: Routledge, 2001).
16. Monkey, *I heart NY, kick the can, take out*
(http://www.asphalt-games.net/play/ViewStunt.aspx?StuntId=274,
accessed March 2005).
17. http://www.nonsensenyc.com/
18. http://www.pacmanhattan.com/
19. Parade, *I heart NY, kick the can, take out*,
(http://www.asphalt-games.net/play/ViewStunt.aspx?StuntId=383,
accessed March 2005).
20. Violet Spolin, *Improvisation for the Theater:
A Handbook of Teaching and Directing Techniques*,
(Northwestern University Press; 3rd edition, 1999).
AUTHOR BIOGRAPHIES
MICHELE CHANG is Senior Design
Researcher with Intel's People and Practices Research
Group. Committed to using ethnographic research
as a means for considering user needs, Michele
designs systems which address the social implications
of new technologies. Her current work focuses
on the convergence of mobile technologies in the
public realm and its affect on social and physical
space. Past work includes an exploratory design
study of hybrid games and the social aspects they
highlight in the negotiation of online/offline
experience. Michele holds a Bachelor of Arts in
Art History from Reed College and a Masters of
Professional Studies (MPS) from the Interactive
Telecommunications Program at New York University's
Tisch School of the Arts.
ELIZABETH GOODMAN'S design, writing,
and research focuses on critical thinking and
creative exploration at the intersections of new
digital technologies, social life and urban spaces.
She has a Bachelor of Arts in Fine Art from Yale
University and a Masters in Interactive Telecommunications
from New York University. Most recently, her *Familiar
Stranger* project was part of Spectropolis: Mobile
Media, Art and the City. Her work has been shown
at Paris' la Cite des sciences et de l'industrie,
as well as at a number of international academic
conferences such as CHI, DIS and Ubicomp. She
is now a design researcher at Intel’s User
Centered Design group.
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