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 good and you should check them out).
The Core Claim of my Talk:
- Unless you are very, very skilled at larp and interaction design…
- and unless you know your players, their expectations, and their comfort levels really, really well…
- …the baseline for your safety and participation thinking should be opt-in, opt-out design.
This talk is the starting point for a series of blog posts covering the basics of opt-in, opt-out design. Why do it? What is it for? How does it work?
If you’d like an introduction, this 20-minute video is not bad. If you hate watching videos online, and loooooove long posts with a lot of words in them, I promise everything in that video will be covered on the blog over the next few weeks!
EDIT: The slides have ben requested. They’re here: LivingGamesSafety2016. If you want to think about the diagrams in more detail, you can find those bits in these earlier blogposts.
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