Immaterial labours is the
concept of exchanging work or experience without exchanging physical goods. For
the overall market, our class decided on having no currency exchanged, and emphasising experience over handing out products. For our stall specifically,
we went with an "exchange of information and knowledges", as defined
by Michael Hardt (1999). Our stall was an interactive story designed to give
the player an assessment of their personality as well as entertaining them. The
stall also included mini games to make the player physically interact for the
ending they wanted. In return, we asked players to fill out a survey and tell
us what they thought we were like based on how we presented ourselves at the
stall.
The game ran rather
smoothly, with one person behind the computer controlling the choices and one
upfront narrating and running the games. We had buttons that let the controller
quickly know the choices and click links accordingly. Lots of people were happy
to get invested in the story and fill out the survey afterwards. Having two set
ups allowed us to let more people play without having to wait around or us
having to hurry them. It did mean that we needed all 4 of us at the stall at
all times, so we didn’t get to experience the rest of the market.
We did have a few
technical issues on the day; the monitors the organizational group gave to us
were stuck in place on the table and did not come with the correct wires, and
there were some missed typos in our script. However,
we managed to get the monitors working for us and participants were
understanding of our other small issues.
If we
did this again, it would be good to test the game more with people outside the
group to get more feedback about the choices and story direction. Some of the
mini games we had set aside never got used at all simply because no one made
the choices that led to them. Our set up was solid, but it would have been
helpful to know more about how people would interact with the story so we could
make the experience more fitting.
We also could have made
the games and story more interwoven than they were. Trying to split the work of
writing one story between multiple people proved challenging in itself,
especially when having to keep track of multiple pathways. Working relevant
mini games into this process added another step of difficulty to the process.
No comments:
Post a Comment