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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A critical game for collective interactions around money</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pınar Apaydın</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Özge Subaşı</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Futurewell: CoCreation and Wellbeing Lab, CSSH, Koc University</institution>
          ,
          <addr-line>İstanbul, TR</addr-line>
        </aff>
      </contrib-group>
      <fpage>15</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>This paper introduces a critical play experience, Survival of the Fittest?*, that challenges people to economically survive by generating alternative ideas on how and when to cooperate. Games set a definite environment to achieve, compete, socialize and exchange ideas. Play adds to the game environment by allowing players to generate their terms and critically evaluate the designated rules for them. In this work, benefiting from an unfinished co-play setting, we aim to learn from players' experiences on collectively arranging and organizing their resources around a similar cause. This setting allows for an exploration of moral boundaries of economic interactions and the role of technologies. We further reflect on how players manage their shared resources, form relationships, re-interpret existing systems and examine analog and digital technologies.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;critical play</kwd>
        <kwd>game</kwd>
        <kwd>collective monetary interactions</kwd>
        <kwd>sharing</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Critical play is a genre of play that objects to stereotypes of social life and power relations. The
play environment allows an exploration of personal, interpersonal, and systemic relations[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Moreover, the "play" element can alter the way of thinking by encouraging a change in
perspective[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Scholars investigated the critical aspect of play in academic spheres[
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref5 ref6 ref7">2, 3, 4, 5, 6, 7</xref>
        ]
and for participatory interventions in communal spaces[
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. In this paper, we introduce a
critical play that challenges people to economically survive by cooperating and generating
alternative ideas on how and when to cooperate.
      </p>
      <p>
        Commons are the resources used in a shared form. Ostrom discusses how some people
are capable of coordinating themselves to organize and arrange common pool resources[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
We use the term common to consider people and objects that are part of a self-managed
exchange and as self-formed relationships and creation of living systems[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Previous work
showed the diversity of usage of the commons such as women initiated commons to reclaim the
production of food[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], or for open-source software[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Studies showed the value of commons
as social cooperation rather than revenue-based models[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The relationship of commons to
the institutions [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and the importance of the invisible labor [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] are examples to the nuances
to explore for the designs of collaborative technologies.
      </p>
      <p>
        Game designers already benefited from the commons theory. Commonspoly - an alternative
to Monopoly- uses concepts such as allocation of private, public and, commons and challenges
to encourage collectivity among the distribution of common goods[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In Commonpoly, a
prototype from Commonfare project, players aim to form a condition that will save each player
from economic hardship[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Another work, String Figures, which is a digital mapping of
networks, aims to encourage cooperation of local and trans-local communities via technology
and explore new ways of collaboration[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Following up with the current work, we are
interested in the potentials of critical play for unfolding the nuances such as moral boundaries
of technologies while people form relationships and systems to manage resources. Throughout
the paper, we use the term morality to describe the creation of an individual or negotiation
of a group value rather than defining or imposing an ultimate right or wrong[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Within a
game environment, we would like to explore how people will build or re-arrange their local
institutions and how technologies will be situated around such systems to support moral or
immoral decisions. In the following section, we introduce the game development process of the
critical game, "Survival of the Fittest?".
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Design Process of a Critical Play</title>
      <p>This section describes our method, rationale, co-play experience, and decisions.</p>
      <sec id="sec-2-1">
        <title>2.1. The Method</title>
        <p>
          In this paper, we take a participatory approach based on giving users/people power to decide,
change and shape the design of the game[? 18]. Players’ interaction and storytelling with the
unfinished game is part of the design process[
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Explorative design games encourage people
to question their normative ideas, explore unconventional thoughts and get familiar with the
diferent[
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Objectives and Initial Rules</title>
        <p>
          Our objective in the first version was to accelerate further thinking[
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] on the topics and
tensions around emerging collaborative economic practices, by giving players the power to
adjust the game. Players were asked to elaborate on moral, personal, and cooperative aspects of
their economic interactions to overcome a challenge. The game included multiple card decks:
the main board, pins, a persona, a map of the world, a set of unexpected individual life events,
unexpected collective life events, and several inspiration cards. There were two parts of the
world to sharpen the contrasts between individual and collective exchanges. Cards that are
about the first part of the world described the rules of a collectivity-oriented world, while
individuality related cards were used in the other part. While co-ownership (everything belongs
to everyone) was motivated by the theory[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], we found it interesting to add a no-ownership
(nothing belongs no one) rule to our game to increase tensions. People used a fictional monetary
value, players designated and assigned this imaginary value themselves. After receiving world
cards, players received one persona card (generated based on diversity of incomes, job types,
age, gender) or an unfinished persona cards (that only revealed a job name). To proceed, a
player picked an unexpected collective life event card, and all players then worked together
to overcome that challenge collectively. Each player also took one unexpected individual life
event card, and they needed to work on that card too. We created the unexpected individual life
event cards (being fired, receiving money and supporting a friend financially) to disturb and
challenge people’s economic intentions. Collective unexpected life event cards consisted of an
earthquake, pandemic, and so on, consisting of monetary challenges. To achieve the collective
purpose, players might need to sacrifice individual goals. This provoked people to question
their economic priorities.
        </p>
        <p>Throughout the turns, players could pick from the inspiration card deck. Inspiration cards
were descriptions of collective possibilities,a set of cards that reflect diverse possibilities, from
culturally embedded rituals to emerging coin-based technologies. Each turn, players tried to
generate an idea to help them achieve the collective and individual challenge.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Winning Conditions</title>
        <p>There was an achievement area in the middle of the game board, where people track their
progress throughout the game. There are individual pins for players and also a collective
pin for tracking achievements on the achievement board. We defined or left open conditions
to learn from players’ reactions, their reasoning while playing the game. These conditions
are designated for players to explore rituals, the role of infrastructures and technologies, and
reflect their moral condition while trying to individually and collectively survive economically.
However, rather than individual winnings, the game is designed to encourage winning together,
and encourages individual sacrifices. On the achievement board, there are two spectra; (1)
morality to immorality and (2) collectivity to individuality. Players record and discuss each
economic interaction on the progress/achievement board to designate the winning player or
players.
Players
Participant 1
Participant 2
1st author</p>
        <p>World Card
Collectivity oriented part of the
world
Collectivity oriented part of the
world
Individuality oriented part of the
world</p>
        <p>Persona Card
Detailed persona of a working
parent
Unfinished persona of a chief
executive oficer
Unfinished persona card of an
social media influencer</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. First Play and Iteration of the Game</title>
        <p>Two players and the first author played the unfinished version of the game during a 2-hour
long session. Below we describe what is defined, suggested by players throughout the game,
and what we learned from the play experience. Table 1 represents the random allocation of the
world and persona cards.</p>
        <p>First, players’ defined how much fictitious money exists in both parts of the world and
discussed whether they will own an amount of money. Further on, players questioned the bank’s
role in the collective world and defined it as a pool that arranges properties, discussed the role of
bills for their community and how they would allocate. The individual and collective part of the
world separation was not valuable to learn about the allocation and management of
commonpool resources since all the communication around cooperation was encouraged through
unexpected life events and winning conditions. Being forced to consider collectivity made
players reflect on each other’s economic suggestions and question whether they have a collective
or individual intention behind it. For instance, one suggestion was about moving together to
cut costs. This discussion contained several details with moral and immoral consequences.
After discussing how to survive in a collaboration-oriented part of the world, they decided to
live together, cooperate financially and share a flat. Participant 1 explained that as “No, we
created a balance. I pay for the electricity, and in exchange, she cleans the house, or her husband
ifxes things at home.”. We further observed that distributed personas to the participants lead to
stereotypical and biased thoughts and consequently restricted the idea generation process while
creating a mutual solution for themselves. While getting familiar with their personas, they
expected a chief executive oficer to be wealthy and a working parent to be poor (independent of
it is a given persona or a persona to be created). Only then players questioned personas’ role and
economic condition in a collective world. While detailed persona cards revealed biased views of
players immediately, unfinished persona cards allowed us to understand the role and value of
designating an explicit point of view for the players, whether it will encourage internalization
or prejudicial thoughts. Lastly, participants were quite involved with building their collective
world and system, creating numerous ideas, and collectively evaluating them.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.5. Updated Game</title>
        <p>Considering the insights gathered from the play trial, we updated the game logic, values,
goals. We removed the two world parts and money from the game. The current version of the
game is based on today’s world and economic interactions that exist to understand the moral
limits of existing and emerging technologies. We observed that the personas’ stories led to
stereotypical thoughts during the game without much reflection of possible bias. To avoid the
over-interpretation regarding personas’, we chose to replace persona cards with income-expense
cycle boards, as this was the most frequently discussed issue without much censorship. People
have income-expense patterns in their life and, we try to overcome unexpected challenges based
on those cycles. For players to track their position in their economic cycle, we visualized the
turns of individual unexpected life events and income- expense cycles as each board has one
outer cycle (expense) and one inner cycle (income). Players define an individual challenge with
dice, and they roll the dice after overcoming that challenge.</p>
        <p>Rather than using imaginary collective unexpected events with colossal impact, such as an
earthquake, we updated the selection of unforeseen events close to one’s reality. These events
consist of matters that players can easily associate with moral decisions they face today. In some
unexpected collective life event cards, people decide how much money to allocate themselves.
Players will be prioritizing such events while allocating money, and such allocation can be
another point to unfold the existing biases. We concealed the "name" of the practices, rituals,
and technologies to avoid prejudgements on the context on the updated inspiration cards. Idea
bank is added to the new version. One player acts as the “idea bank” to encourage players
to ideate on unexpected life events and inspiration cards. Idea bank rewards players’ who
contribute to the challenge by suggesting a way or an idea. Based on this, the collectivity to
individuality spectrum on the achievement board was updated with the idea complexity matrix.
Idea complexity spectra relies on players’ generation of an idea or solution to the challenges and
their consideration of the technologies, rituals, their integration, and evaluation of opposing
sides of digital and physical technologies while creating a solution. The relation of ideas and
morality on the achievement board will allow players to consider technologies’ roles in terms
of their efect on each other’s lives. Such negotiation and realization of their biases will unfold
alternative ways to commoning and situatedness of technologies.</p>
      </sec>
      <sec id="sec-2-6">
        <title>2.6. Design-related iterations</title>
        <p>In terms of the game’s physical design, participant interactions showed that rectangle-shaped
cards could be seen only by one player while holding. Thus, the shape of the cards was limiting
the engagement between players. Participants also suggested the use of larger card sizes and
visible font sizes. To create a more collective playing experience (people can check each other’s
board quickly), we changed the structure to four circular smaller boards and one sizable circular
board for tracking achievements. The color scheme, font size, font type, and size of the board
also updated considering readability.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Discussion and Conclusion</title>
      <p>
        In our critical co-play intervention, we expected people to overcome individual and collective
life events by collaborating and morally evaluating their economic actions. Therefore, we
updated the critical game design based on understanding how people manage commons, situate
technologies, people’s moral limits, and their decision-making process. Our process revealed
insights to push the borders of interaction design for economic collaborations, setting new
limits and therefore aligns with the Frontiers of HCI. Briefly, our learnings concerning the
existing research are:
1. During the play, players questioned and constantly adjusted their solutions and decisions,
which gave cues to the dynamic decision-making process of commons. This learning
reflects back to [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], as describing commons as a living system.
2. Living in a collectivist society, considering the rule of “everything belongs to everyone”
inspired by common theories[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], challenged people to question their ownership mentality.
Still, they discussed this more on an individualistic level, such as what kind of a person
should own more and how to allocate money. Future artifacts need to place collective
and individualistic perspectives more closely instead of ignoring individualistic part.
3. On the use of personas, players projected their own biases and stereotypical thinking.
      </p>
      <p>
        This aligns with[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Future game mechanics and materials can be updated to help unfold
or realize such biases (e.g., idea complexity can include a bias checklist).
4. For collective resource allocation, players re-purposed banks to local infrastructures.
      </p>
      <p>
        This interpretation aligns with unfolding potentials of local institutions[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], and future
versions of the game can help us to deconstruct the role of such infrastructures.
      </p>
      <p>
        Emerging technologies for economic cooperation can benefit from our critical game design
study. Within HCI, play is discussed in critical contexts such as a mediator for cross-cultural
interaction[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], or to reduce stereotypical thoughts around gender[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Critical play is further
portrayed as the creation of a play environment that allows people to interrogate or critically
examine diferent conditions, experiences surrounding life[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and reflection on socio-technical
systems[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Our results would be helpful to understand what are the moral decisions people
make and how individual and collective goals are negotiated. In our future work, we aim
to further reflect on the possible bias of the gamers and adapt our game for the nuances of
individual moral decisions vs. socio-ethical outcomes of such systems.
      </p>
    </sec>
  </body>
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