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Making a game out of Katrina

I have the very good fortune to be working with Tracy Fullerton, teaching a class at USC, in the Interactive Division of the School of Cinema Television. Last Thursday, we were exploring the game of Pachisi and its many manifestations (see my article). I mentioned that we could use the same basic dynamics to build a game that expressed some of the issues surrounding hurricane Katrina. Reflecting on all this, one of our students, Jess Rosenblatt, wrote a blog entry that was moving and provocative, and touches on the life of anyone who has ever designed or played a game that has anything to do with reality.

She begins:
"So the question came up in class last night as to whether it was appropriate to design a game based on New Orleans in the aftermath of Hurricane Katrina, since this had been an example given by Bernie of a possible life lesson around which to mod Pachisi.

"My answer is not now, not for a long time.

"Certainly games can deal with serious subjects, and certainly there are games that deal with traumatic events. However, I believe that it is only after a respectful mourning and acceptance period following such an event that such a game is appropriate. It is certainly not appropriate while the event is still going on, when effort should be spent on helping those who are there rather than imagining "what would I do if I were there?" Because we're not there, and it is disrespectful to pretend we are.

"How long a wait is long enough? When does something stop being a recent event and become history? How many people have to have come to grips with a tragedy before it is appropriate to subject it to cold objectivity? I don't know."
Her thoughts, and those of fellow students responding to her, are sensitive, profound, illuminating, and most worth your careful consideration. To these, I added the following:

During recess at a pre-school, there was some kind of accident that took place in plain view of the kids. It was between a car and a motorcycle. The cyclist fell off his bike and was lying on the street, unconscious and bleeding. Soon after, an ambulance came. By this time, everyone in the playground was watching. The paramedics lifted the motorcyclist onto the stretcher, wheeled him into the ambulance and drove away. The kids were abnormally quiet. Finally, the caregivers escorted the kids back into school.

The next day, a few kids started playing "motorcycle." One kid would drive around on a pretend motorcycle while another would drive a pretend car. They'd crash. The "motorcyclist" would lie still on the ground. Other kids would then try to lift (or drag) the motorcyclist around the playground, while sounding their pretend sirens.

This "game" continued for a couple weeks, and slowly dissolved into a game of tag.

This is a true story, captured by an anthropologist and recorded in the annals of The Association for the Study of Play.

For the kids, the game served an important purpose. It was an invitation to integrate, through play, the various factors that led to an overwhelmingly powerful event. It turned out to be a "good game" - good enough to be repeated for a couple of weeks. Because it was fun and built from a truth.

I think the same thing holds true here, even for something as disproportionately painful as the events surrounding Katrina. I also think that the people in our class are in a uniquely qualified position to capture whatever they understand about the dynamics of the event, and express it in game form - and yes, a game that is fun to play.

I brought up the Katrina event because we were at the time studying a game of chance and strategy. All right, not very much strategy, even with Backgammon as the archetype. To illustrate how powerful a role chance can play in games and life, how the source of dice and spinners comes from the same source that confronts the gods. They call it "divination," don't they?

All of which is to say, I am delighted by the sensitivity and concern that is being expressed in this dialogue, and honored to have played some role in its genesis.

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Anonymous Anonymous said...

I am not aware of any 9/11 games to this date.
Nor am I aware of Auschwitz games or other such topics.
Perhaps some things are too painful.
Or is it that we just aren't playful enough?
Perhaps, as Bernie suggests, play doesn't cover up the pain.
Rather pain is when we forget how to play, that play is the essence and (emotional) pain is an adult way to deal with a forgetfulness to play.

 
Anonymous Anonymous said...

Current studies of the development of language indicate that events that are depicted to small children on television or via another media are experienced and recorded very differently than events that are part of a child's direct reality. I'd never expect a 9/11 game because it was something that was depicted to the majority of children involved in an abstract fashion (from the television) not as something they directly experienced. After the Challenger explosion in the 1980s, a series of jokes about the disaster began to be frequently told for some time afterwards. A better event, perhaps, to study the direct impact of play in the analysis of disasterous events would be to look at the results of school shootings on young children.

 
Anonymous Anonymous said...

A co-worker told me that her three year old grandson would build towers out of building blocks and then knock them over with his toy airplane.

Here was a child processing what he saw on TV.

 
Anonymous Anonymous said...

Hi My Name is Curtis Lyons creator of Hurricane Katrina The game the government played.

And this is my thoughts, It has been almost two years since Katrina hit and our government has played nothing more than a blame game, Thats why we created the boardgame and online game will be on our website soon, I have watched so many of my family and friends suffer and do without because of the U.S. Government city state and federal. Its sad to say but the storm didn't kill most of the victims, our governemnt and its process.....This game we hope show the world , that we need to be ready as families, because our government is not ready for such disaster's natural or man made.

They are many who think this game is to hard, but its facts, no different than a book at the book store,,,,,This game is our Families story, and I hope people read it, or rather play it.

www.KatrinaBead.com

My family lost everything in Katrina and our home is in forclosure set to be sold Feb 6, 2007 at sheriff sale, I have a right to make this game and let the world know what we have lost .

God bless everyone affected by Katrina

until your in our shoes, you don't understand.....but this game put you in our shoes

Thats our hope, learn from the game not another disater

feel free to send your comments to me at
curtisblyons@yahoo.com


curtis lyons
www.katrinabead.com

 

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