Showing posts with label social space. Show all posts
Showing posts with label social space. Show all posts

6.06.2011

On Video Games, Urbanism, and the Future of Creativity

Image from Wikimedia Commons
Last summer, Newsweek reported that researchers had identified an unnerving trend: American childrens' scores on creativity tests (a la the Torrance Test) were, for the first time since they started being administered in the late 1950s, starting to drop. The article's authors, Po Bronson and Ashley Merryman, identified two likely factors in creating this downward turn, one being the increasing standardization of school curricula and the lack of deliberate creativity development in classrooms. Calling for a revival of such development, Bronson and Merryman wrote:
What’s common about successful programs is they alternate maximum divergent thinking with bouts of intense convergent thinking, through several stages. Real improvement doesn’t happen in a weekend workshop. But when applied to the everyday process of work or school, brain function improves.
I was struck the other day by a distinct echo of this statement in a post by LiftLAB collaborator Nicolas Nova about recent video games with which he'd been impressed. Writing about the game Superbrothers, Nova explains:
This combination of players’ interactions with “sound, music & audiovisual style” underpinned by a basic narrative and very low-key dialogues made me tick. More specifically, I am impressed by the rhythm of the game, which is sometimes super slow/contemplative and sometimes very quick/nervous in combat.
Bronson and Merryman's second major cause of the creativity slump in American kids was the increase in time spent plopped in front of the TV playing video games, but Nova's description of the rhythm and structure of Superbrothers highlights an interesting alternative: video games are uniquely positioned to serve as vehicles for creativity development. Players engage in a video games with long-format storylines over extended periods of time. Many games have immersive environments that are fun to explore outside of plot-focused action (I'm thinking, here, of classic games from my youth like Chrono Trigger and Earthbound, though there are no doubt newer examples). This means that players alternate between different modes of thinking: slower, self-paced exploration (divergent) and goal-oriented tasks (convergent).

The digital worlds in which video games take place also require the suspension of disbelief, and we have all been pretty well-trained to oblige. Real people don't double in size when eating mushrooms, but while playing Super Mario Bros., few question that occurrence. In the aforementioned Earthbound, players battle everything from zombies and sea monsters to a possessed circus tent and Dali's clock (no joke). When we're in gameplay mode, none of this seems out of the ordinary. We are ready to except non-traditional ways of thinking and, I'd argue, are primed to develop our own.

The good news for cities is that video games are increasingly being played on smaller and smaller screens. More recently, we've seen games that have begun to incorporate real-world geography, with episodic content that is tied to the exploration of actual places, as well as current events. Smartphones and handheld game consoles that make the original Gameboy look as technologically advanced a platform as a pencil and paper are increasingly ubiquitous, and they can be used to change the way that we see the world around us. The myriad public places that make up a neighborhood--parks, squares, streets, shops, libraries--could easily become 'levels' with various tasks assigned to them.

Using a Nintendo DS or a Droid phone, we could walk on a street we'd been down a thousand times and be prompted by a game to stop for the very first to look around and explore our surroundings. Designer Michael Wolff describes the creative process as requiring three muscles that must be exercised regularly: curiosity and appreciation, which together enable imagination. Video games already exercise the first two of these muscles; locating games within the context of a world that we recognize and understand allows them to encourage imagination that could actually improve the places in which those games are set.

As video games become tied to physical places (which has the added benefit, by the way, of getting players off the couch) the complexity of dense urban environments offers a distinct advantage: New York's Union Square or Shanghai's Bund are the Xbox 360s to the suburbs' Atari. According to one collective in Zagreb, "Augmented Reality promises to transform all points on the map into unlimited spaces that can be exploited for self-expression by anyone." In today's socially-oriented mashup culture, the rise of games that enable players not only to explore, but to impact their environment and share their interventions, as well as build on the creativity of players who came before them, seems inevitable.

Charles Landry wrote that “A creative city is a place where people feel they can fulfill themselves, there are opportunities. Things get done.” Video games offer plenty of opportunities to get things done and obtain a sense of fulfillment; location-based games that are designed to develop players' creative faculties present an opportunity to create a truly symbiotic relationship, developing inventive populations while simultaneously enriching the gaming experience. Leisure is important in any urban environment--and there's no reason that it can't be used to build a city up.

4.09.2009

Considering Programmed Housing

The old abandoned St. Joseph's School is a sturdy old building; a four-story block of red brick and arched windows -- every smart developer's dream. The surrounding neighborhood, Arbor Hill, is a bit run down, but the quality of the housing stock is high, and prices are still relatively low. The potential for an attractive, walkable community is high. To the southwest is downtown Albany and the stunning New York State Capitol; to the southeast, the Hudson River. Conditions being what they are, gentrification and displacement seem inevitable. And then, of course, comes the news: someone is going to turn the old school building into artists lofts. It's an all-too-familiar story.

But this telling has a twist: the artist housing, to be called Academy Lofts, is not an island unto itself; the plans call for the school's former gymnasium to be converted into a community art center where classes would be taught by the building's residents. These artists, who would qualify for the rental units only if they required affordable housing to make a career of their work, would be moving into a programmed housing development, where their residency required active participation in the cultural and social life of the neighborhood.

At the heart of the gentrification problem is the challenge of getting new residents with different sociocultural backgrounds moving into a neighborhood to engage with their neighbors -- and, on the flip side, convincing often very tightly-knit communities to open themselves up to new residents and see them individually as potential partners instead of a combined, faceless threat. If artists are the stormtroopers of gentrification, the set-up at Academy Lofts is particularly ingenious in that it quickly embeds the artists moving into the neighborhood into the existing community, directly connecting new residents with their new neighbors through free or low-cost community programming.

Listening to a Smart City interview with author Sean Safford a few months ago, I was struck by the author's explanation of why some Rustbelt cites in the US have fared better than others, and what this might mean for urban neighborhoods like Arbor Hill. In his book, Why the Garden Club Couldn't Save Youngstown, Safford compares the steel towns of Youngstown, Ohio, which he describes as having had a very densely-woven social network during the decline of the steel industry, with Allentown, Pennsylvania, which had a looser, more flexible social network. His argument is that Allentown has fared better in the long run specifically because its loose network of connections was more amenable to creating the kind of broad coalitions that were able to adapt to change rather than resist it, whereas Youngstown's extremely dense network was too closely tied to the status quo.

Neighborhoods that are dealing with gentrification -- often places where ethnic or racial enclave communities exist -- the standard scenario over the past few decades seems to have been that of a very tightly-knit community resisting encroaching development. Safford's research, if it can be applied at the neighborhood level (and I don't see why it can't), suggests that these communities might be much better off accepting that the neighborhood will change, and working to build broad community coalitions to try to help the existing community adapt to these changes rather than fight them.

Urbanists around the country are abuzz with chatter about how the Obama Administration's stimulus plan could revitalize American cities and metropolitan areas. Check back tomorrow for more on why programmed housing developments like Academy Lofts should be a key part of that national conversation.

1.16.2009

A call to (urbanist) arms



The new year is a perfect excuse to picture ourselves starting over. This year in particular promises to be cathartic, with the end of the Bush era and probable (if only temporal) end of freewheeling capitalism and impending social disasters and the dawn of Obama and everything else that’s cooking these days.

With all the doom and excitement building up, I find it really difficult to concentrate on architecture or urbanism. It just seems daffy worrying about how pretty or ugly buildings are, and simply frustrating having to remind myself of how ineffective and near-sighted the usual strands of planning and urbanism are in times of crisis, how thinking about place and space always seems to fall back to second or third tier when emergency sets in.

It’s quite difficult to justify a focus on architecture and urbanism at times like these, particularly when the “disciplines” (the general sets of understandings, and tools and consents encasing practices) are so terribly stuffed with vagueness, superficiality, piecemeal solutions, and detachment.

But just when I’m about to get depressed again, I whisper to myself, “for new social relations there must be new space and viceversa…,” and then, like after reciting one of those little bedtime prayers that never failed to keep me safe and sound and sleeping like a log when I was a kid, I feel better.

Lefebvre takes me back to Mayakovsky too, with his beautiful bald head and crazy eyes and his poems and drawings of the city dissolving onto napkins and paper bags at the same time Petrograd itself was dissolving into rubble and smoke and chaos and newness. And Lunacharski singing of the days when the streets were filled with the roar of politics and revolution and urbanism.

Or in a somewhat more contemporary and much less boisterous tone, Gottdiener, confirming that:

“Just as other commodities, (space) represents both a material object and a process involving social relations. Unlike other commodities, it continually recreates social relations or helps reproduce them…it is, therefore, simultaneously material object or product, the medium of social relations, and the reproducer of material objects and social relations.”

So maybe, just maybe, its a good time to start thinking and talking explicitly of urbanism and architecture again, as the fundamentally social and political endeavors they are.