Gamification – Graffiti That Was

For the Gamification task, Caley and I decided to create a game using twitter and Qr tags that involves finding graffiti that has been taken down.

THE THEME: All too frequently artists graffiti is painted over and destroyed to uphold what the governing bodies feel is a better image. The game we have designed is intended to reveal the old graffiti works so everyone can see them and appreciate the Graffiti That Was…

THE AIM: To be the first to find the location of the graffiti that has been removed – and tweet it!

SYNOPSIS:

Our game is going to be titled “Graffiti That Was”. The game involves the placement of a QR code next to an old piece of famous graffiti that was destroyed. We are going to use the graffiti of the mouse and parachute by Banksy in Prahran which was destroyed by a builder and now has pipes through the middle of it.

To play the game you have to create a twitter account. Once you have your twitter account, you then need to search “#graffitithatwas” in the search box on twitter.

This will reveal a tweet which says “Graffiti Challenge #1 http://wp.me/p2P7ln-6  #graffitithatwas #netmed #gamification

Once you click on the blog post, this will have a QR tag which is linked to a map, this will show you where to go next.

When you get to the location, the QR code will be placed where the graffiti used to be or near it.

After you have found the QR code and scan it, an automatic tweet will appear using your account.

This tweet will read: “the piece to the puzzle http://cdn.novafm.com.au/sites/default/files/styles/nova_article_hero/public/article/image/Banksy_Rat.jpg … #banksy#netmed ”

You will then click on the link to fill in the missing piece of the puzzle and problem solved! You see the original graffiti art that was there and know who designed it.

Caley designed a marketing image that fits with our theme. In the background are two letter J’s (representing our last names).

I created a blog too that fits with our game and uses the marketing image as a background.

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Reflecting on the Digital Story

OUR DIGITAL STORY:

https://twitter.com/SimoneSimCeleb

For our digital story, we (Caley and I) wanted to explore both machinima and storytelling across multiple digital social media platforms.

Using The Sims3 we created a character (Simone Sim).

SYNOPSIS:

We are aiming to create a digital story which is about a celebrity “Sim” who goes from being a local performer to a popular celebrity. The digital story will cross over three different digital platforms which will include instagram, twitter, YouTube and the Sims 3.

PLATFORMS:

On instagram:
Using Instagram, we are going to make an account for our Sim and upload pictures of herself, concerts, travel destinations, food, and friends. We will do this by taking screenshots of the Sims and then uploading them through the phone. The instagram photos will be linked to the Sim’s twitter account and she will tweet the photos there.

On Twitter:
We are going to create a Twitter account for our Sim where she posts comments about her success, her videos, her concerts, her photos and general thoughts.
NB: the progression of the story will occur in “Sim time”, so 30 minutes in between posts is equivalent to 1 day.

On YouTube:
We are going to post 3 separate short clips (approx 10 seconds) which we will have made by filming the sims game and editing the clips together. The link to these YouTube videos will be tweeted in our celebrity tweets.

SOCIAL MEDIA STRATEGY:
We are going to use hootsuite to control the release of the tweets.

THE NARRATIVE:
Our character’s name is Simone Sim who is a young female singer on her rise to fame.

Episode 1: Simone singing and practicing in her house, see her personality, not yet a star.

Episode 2: Simone’s talent is discovered by an industry professional in a local bar who offers her a contract.

Episode 3: Simone has become famous, the paparazzi follow her everywhere, she performs at a concert.

IMPLEMENTATION:

Recording the in-game videos was an interesting, challenging experience.
I want to point out it was also my first time! and I’m fairly happy with the result, but of course there is always more to learn…
Creating the videos, and I feel I learnt a great deal about camera work, even though I was using a a virtual camera. I learnt  more about how moving even a virtual camera can have a huge effect on the picture (the lesson is static shots are always better) it was a chance to practice cinematography without needing to have an actual camera.

This webpage provided some great insight on ‘filming’ and recording in Sims3.

In the editing phase, we decided to use music sourced from Jamendo and GarageBand. They are always great sources and the track from Fake was exactly what we were after – it was a great addition!

Some Screenshots from the production phase below:

REFLECTION:

Overall, I think we succeeded in creating a narrative that flows over multiple social platforms.

We had difficulties in converting the videos on MPEG Streamclip (here we lost quality and sound), but we were able to make up for that using clever screenshots to illustrate the story.

Regarding the principles outlined int the Guest Lecture, we aimed to utilize “layouts” and order the tweets to aid the flow of the narrative – I feel this could have been done better, but at least we did use Simtime. The progression is important, and the order and times of our tweets are essential to understanding the complete narrative. Simone firstly outlines the aspirations, and then realises them.
We also focused on “information as architecture” in designing a story that would flow across platforms. Effectively the story is one big hypertext (yeah – Editing Media Texts, I used the ‘H-word’).

We worked well collaboratively, generating heaps of ideas and exploring them – ready to critique and turn down possibilities that we felt we could not execute (which I feel is really great). We split the roles evenly (Caley doing the Instagram-ing and I filiming the in-game videos) and came together often to share tips and ideas.

Using Hootesuite allowed us to schedule tweets and structure the narrative all at one time — it would be great if it had this feature for Instagram too!

This task opened my mind to the fact that, by existing, by utilising social media, we ourselves are creating episodes of our own digital stories – we did not really even have to create a character, we already have them. We already have published videos, status updates, photos, and blogs too!

caught in the act

So if you’ve found this story, you’ve probably found my QR tag that was up for all to see:

Monday, February 27 2012, my first day of uni, the beginning of the next chapter of my life… I was ready, I was set, my outfit borderline indykid-mixed-with-nice-girl look (I figured appropriate for a first day).

Never, did I expect to have it be so eventful…

Having been to the cinema screening ad my first lecture, heading back to the main campus after having lunch with some uni kids we were stopped trying to enter Bowen Street.

A TV crew had shown up … that’s when I knew something BIG had happened.

“Someone’s got a gun!”

“They’ve evacuated the buildings”

Cue trembling, cue the imagined new report: Jess Junor, shot dead on first day of uni…
Maybe I went a bit far, but it was rather terrifying at the time – never expected a suspected gunman to show up on my first day.

Talk about crazy stuff…

Of course, being the goody-little-two-shoes that I am, after worrying that I would miss my second ever University Lecture the police eventually cleared the street and as far as I know, the suspect never even had a weapon (or so they say…)

For good measure, here’s the QR code:

The eBook Phenomenon

Somehow I could never imagine myself in bed with an eBook.
However, times are changing, and I love my iPad for holding all my textbooks in year 12; making my schoolbag that much lighter. The eBook, or electronic book can be read anywhere any time. It is downloaded from the interent (using an app such as iBooks) and then read on an iPad, Kindle, smartphone, or other mobile device.

Pros:

  • The eBook means less paper used and therefore more space
  • Using a tablet or other mobile device allows you to carry multiple books at the one time
  • With some textbooks, on devices such as iPads – you can edit, mark, highlight and write note without ever defacing the book
  • Cheaper costs allowing for more opportunities for writers to publish their work (see image below)

 

Cons:

  • They don’t have the same feel as a book – there is something nice about buying a book, and holding one
  • Free and low cost eBooks are often not well edited, containing many mistakes
  • Retailers are suffering (and we have seen this with the closing of Borders and Angus and Robertson)

Click on the above image for a good review of Kindle

Overall, I will always prefer reading a physical piece of paper – I still print my readings, and I go out of my way to buy books inorder to support book retailers but the world of eBooks offers a great deal of opportunity for the author.

“There’s an app for that…”

New(ish) to the world of the smartphone I have enjoyed finding applications for my phone.
Supposedly, apps can make our lives easier, simpler, and more seemless – sometimes this is true, yet often apps need further development…

Apps or applications are just simply computing programs or pieces of software designed and written to fulfill a particular purpose of the user. They have been around since the birth of the computer, however it was the rise of the smartphone and subsequent need to create smaller more compact pieces of software that has led to the boom of the app that we have seen grow in recent years.

For a brilliant overview on apps, and some great facts – see this infographic!

Apps themselves have changed – they have become ‘smaller’ (more accessible, and not as large as traditional applications for computers that one would have gone to the shop to buy – eg. Microsoft Office, Adobe Photoshop etc), cheaper, and easier to access. We still can buy the BIGGER apps instore (however they are becoming  increasingly more available online).
The platforms and marketplaces where we can get them have also changed.

Pros:

  • easily back up work
  • easily link work across devices – through sync-ing devices to the web
  • you can get the same app on your mobile phone, laptop, tablet making it easy to work or socialise
  • free/’lite’ apps offer a trial version which

Cons:

  • free apps generally contain advertisements
  • cheap and free apps often freeze
  • some expensive apps don’t offer much, and rely on users buying in-app content

MY suggestions for apps:

  • Evernote – a great, free ‘productivity’ application I use it to take notes and record lectures at uni. I have it on all my electronic devices.
  • Angry Birds – probably my all-time favourite game =) and it’s free on Android =))
  • ABC iview – this is great because they upload si much of their on-air content and because it’s ABC it’s full of interesting TV
  • Facebook – …everyone has it, so why not have the app for it too

…for more great ideas see appSmitten – a website dedicated to finding the top apps (you can even sign up for their newsletter if you are that keen)

In my view, the challenge for apps, and their creators is to fabricate apps that all users to ‘break the rules’, such as watching videos of all formats on Apple products (ipads, etc.)
Being less ‘controlled’ or regulated, the Android market has more space to allow this, and if Apple doesn’t catch up, they will fall behind.