Regenerate Game Jam 2026

Stijn and I happily participated in Regenerate Game Jam organised by IGDA Climate SIG during the weekend of 19-22 march.

“REGENERATE Game Jam is back, this time with a focus on Sustainable Futures! The future is not predetermined, but to achieve change, we have to be able to imagine it first! Let’s make games that celebrate futures that are sustainable, democratic and equitable.” 

The theme this year was WORLD BUILDING and the organisers provided The Game Developer’s Guide to Sustainable Futures that contained four domains of the future to focus on
1. Politics and the importance of democracy
2. Nature-people values and relationships
3. Economy on a finite planet
4. The role of technology

With all that in mind – and a day late because I failed to recognize that the Game Jam would start on Friday in the New Zealand timezone – we began brainstorming. Using the same structure I use for my Game Frame workshops.
After many hours and many good & bad ideas we settled on the idea of being able to write with flowers in public spaces like graffiti: GROWFFITI. In a future world where such art and greenery in public spaces would be welcomed, or even requested.

As the world moves in a different direction some now industrial spaces will become vacant and shared public space will shift in usage. We selected two such local environments as our play area: an unused landing strip at Schiphol and a differently used wall in Bijenkorf (biggest mall in Amsterdam).
We envisioned two modes of play: one where you can draw something and capture this in a picture and one unending zen growing mode. The flowers used should be local wildflowers to not clash with local ecology and we imagined that such plants/seeds/flowers would be freely available at a kiosk in your local park.
Stijn started building the basic interaction of growing something over your screen and I created a storyboard / screens overview. We discussed options for interaction and settled on following the mouse to direct growth and popping up flowers in screen that the player could grow over to select. Stijn continued working on the growing interaction and built a flower editor that I filled with assets of various common Dutch wildflowers: Madelief (daisy) Boerenwormkruid (tansy) Korenbloem (corn flower) and Amandelwolfsmelk (wood spurge). I painted everything on paper and we digitized these into the game. Sadly we did not have enough time to make the picture-taking play mode so we are left with the zen of endless growing.

Please take a moment to play with GROWFITTI


I hope that we will find time to improve GROWFITTI with
> the intended second play mode where you grow for about a minute and get a picture of your GROWFITTI
> add more Dutch wildflowers
> prepare the game and flower editor such that it can be easily be adapted to local circumstances anywhere by adding different local wildflowers
> better sensititivy in directing growth with your mouse
> adding ASDW interaction
> bigger area to grown on
and if you are interested in using or doing something with GROWFFITI please get in touch.

There are many interesting games/interactions that were made over the weekend – 20 in total. Some are interactive stories, some are adapted platformers, there are tiny strategy games and resource management puzzles. The aesthetics and approaches vary wildly but they are all trying to imagine a better future and somehow managed to pour this grand abstraction into a neat little game.

Play all the games from Regenerate Game Jam 2026 HERE

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REGENERATE Game Jam

I am looking forward to this weekend when I will take part in REGENERATE Game Jam with Stijn and Sebastian. We made a game together before in 2013. We made Stretching It as part of The Bridge literally connecting people between the Biennale in Venice and Musuem square in Amsterdam.

Now we are going to see what we can imagine, build and play in just one weekend. We know the subject will be something along the lines of “games that celebrate futures that are sustainable, democratic and equitable.” but the exact theme will be revealed this Friday at the start of the Game Jam.

The resulting games will be published here amidst the impressive collection of games from the earlier REGENERATE game jams. I suggest you click around and play a few things.


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No I in AI

There is a lot wrong with AI.

One of the things – leading to many of the other things – is how we describe it. What we think it is doing. Which is not what it is doing at all.

If it quacks like a duck, looks like a duck and walks like a duck it is, in this case, still not a water fowl. Because AIs like ChatGPT seem conversational we talk about them in human terms. Because we can interact with it in more or less the same way we interact with other humans we think it has human-like intelligence. It does not.

Over the years I have found it helpful to remind myself that computers are big calculators and all the magic produced comes from processing a binary code. This also goes for AI which is still a system running on a calculator. More specifically, what we are dubbing AI now are actually LLMs; Large Language Model. These are models that are the result of releasing machine-learning on a large corpus of human interactions to generate the most likely next words in any given conversation. Very elaborate predictive text and very good at that but nothing more.

This is very different from how humans have conversations. We understand a topic (or not) that we are having a conversation in. We go back and forth to stored information in our heads, connected by the concepts we have embedded them in, puzzle them into the context we and the conversation are currently in and apply what we think is the perspective of our conversational partner to our next logical statement which we convert into a shared language. All steps are altered by emotional cues along the way.

Even if I am only trying to predict what my next likely language should be, I am tapping into grand concepts such as culture, perspective switching, emotional responsiveness and the moral ambiguity of appropriateness. In the blink of an eye and without really being aware of all the marvelous cognition that is going on.

AI or LLM does none of that. It isn’t really an IT. We are coherent entities constantly trying to make sense of the world, each other and ourselves. Within our thinking and emotional landscape we constitute ourselves or by our thinking and experiences we are who we are. We make ourselves up or are made by the things we interpret from our reflection in the world as ourselves to be. Whichever way around there is an I holding this all together. There is no such I in AI. There is a model that is the result of applying machine-learning to a corpus directed to predict language. This model cannot emotionally hold elaborate concepts. This model cannot think, understand, feel, ponder, question or imagine. It can produce language that seems conversational to you and you will do all the thinking and feeling.

Because ChatGPT interacts with us they way we interact with other entities, we think it is an entity and we name the products we see like the products we see of other entities. We ask AI questions and ‘it gives answers’. There is so much in this short statement and when interacting with AI/LLMs all of it is untrue.
Firstly, as mentioned above, there is no ‘it’ in the sense meant here. There is no coherent entity with a mind of its’ own. Even in the use of ‘gives’ something decidedly human is implied. The give-and-take of conversation in which we bend our minds to each other, take each other’s perspective, often turn our faces to each other, open ourselves up to emotional processing and share knowledge possibly gained from hard earned experiences. With so much going on every part of an interaction can be really seen as a gift – a part of yourself you give to another person. So that they might consider it, feel it and possible internalize it into their coherent self. So we say we give answers. AI/LLM does none of that. We might more accurately say ‘model produces’.
Answers. No, not really answers either. Answers exist only in relation to questions. We expect when I ask you a question and you make the effort to form an answer that you do all the cognitive and emotional processing and use all the knowledge that you posses and deem relevant to my question and formulate what you think it is I want to know to the best of your abilities into an appropriately packaged answer. Lovely. AI/LLM model produces the statistically most likely language following the language you input (your question) based on the patterns of language in the corpus the model is based on. So in the human sense of how we see and describe the question-and-answer interaction, these aren’t answers at all.

We do all these things so effortlessly that we think they are easy. We think if something has the same results they are made by the same process. But they are not. An AI/LLM produces conversational language that looks like we might have made it. But the model did not produce in the same way as we make.

There is so much more but it mostly comes down to AI/LLM isn’t an entity. The model cannot and does not consider because the model has nothing to consider with. AI/LLM has no concept of truth because there is no way for the model to hold any concept. AI/LLM also doesn’t actually hallucinate because the model has not imagination to make anything up with and doesn’t have a perception of reality to break. No learning, thinking, growing, understanding or analysing.

Models don’t know shit – we should know better.

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Seminar Spelenderwijs

Wilt u uw onderwijs verbeteren met game-based-learning?
Denkt u na over hoe u speelsheid kunt inzetten in design?
Onderdeel van een game studio?
Staat u op het punt om iets te gamificeren?

Dit seminar Spelenderwijs is het huiswerk wat u nodig heeft. Deze dag geeft u een samenvatting van de psychologische processen die van belang zijn als u onze fundamentele speelsheid wilt gebruiken in games, onderwijs of ontwerp.
We bespreken de bekendste en bewezen onderdelen en belangrijke onderliggende principes met hun interacties en voorwaarden.

Een dag vol kennis over spelen en spel. We nemen spel serieus en duiken in spelpsychologie. We zijn zelf spelers in een verhaal over spelers. We benadrukken het belang van feedback en het netwerk van mogelijke effecten. We spreken steeds vanuit praktische voorbeelden en onderzoeksresultaten.

U bent zelf interactief. U doet mee aan verschillende brainstormvormen en geeft en ontvangt  feedback. U wint of verliest. U bouwt mee aan uw eigen lesmateriaal.

Deze dag geeft u de benodigde basiskennis over wat de kracht van speelsheid is en wanneer het in welke vorm kan bijdragen – en wanneer niet.  

10:00Introductie
Spelen & spel
Serieus spelen
12:30Lunch
13:30Spelpsychologie
Spelers
Verhaal
Feedback
16:30Evaluatie

Praktisch
Deze speelse dag is geschikt voor een groep van 4-12 deelnemers. U kunt eventueel samen aan een casus werken tijdens de workshop. De workshop kan ook in twee dagdelen opgebroken worden.
Tarief €1.200 + kosten of sociaal/educatief tarief €840 + kosten.
Op uw locatie of op locatie in Amsterdam.

Aanmelden of vragen kunt u mij e-mailen of vinden op Mastodon

note: Van alle behandelde kennis krijgt u een overzicht van de onderliggende publicaties + suggesties voor meer informatie.

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Loosen up

My Game Frame workshop is intended to loosen up a few things. To create a looser approach to a (difficult) subject. To loosen up the interactions and relationships between people that work together. To loosen ourselves from our usual thinking and positions. To let it flow.

We can do this by smashing the button of our playfulness. Where we might allow ourselves to think and do the opposite of what we should do, to giggle and be the bad actor and to try and beat the system we usually work in. Or we can dive into and investigate the smallest interactions that we would otherwise ignore. We might allow chance where we usually attempt to apply control. We can just see what happens.

First we define a universe to play with and define the players and pieces in it. Then we can shuffle them about until it strikes a chord that pleases us. A hint of something that is interesting to explore further. We try to catch this into a rule-based-system. By doing this we may find interactions that are governed by rules that look like our actual interactions or show up our real rules by breaking them. We can see our universe from a players’ point of view and experience our (lack of) actionable options.

Doing all of this is a creative undertaking. During the day we can take up various roles in the group. As game designing is likely an unfamiliar process to everyone involved, we can interact with new sides of each other and ourselves. This is a playful day to get to know each other in a different context.

A Game Frame day is not about the resulting game. Although it will be playable, your game will most likely not be finished nor will it be a Great Game. That is perfectly fine as the game itself is not the point. We can let go of that too and instead focus what the process brings us.

So come and build yourselves a game with me. About any topic that has relevance to you and your people and to have a good day together.

Please e-mail me with all your questions and bookings or find me on Mastodon

Workshop Spelkader Nederlands

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Book club Rules of Play

Who wants a read this book with me? Starting January the 12th
Rules of Play – Game Design Fundamentals

This book has been on my shelf for ages. I have read other works of Salen and Zimmermann (or Katie and Eric) but not this book. THE book.
Even though it’s from 2004, because it’s about the Fundamentals I think it continues to be relevant and interesting.

Rules of Play has 4 units:
1. Core concepts
2. Rules
3. Play
4. Culture
and a game to play after each unit.
I propose we read a unit every two weeks and meet online / RL to discuss and play the game

Please join our thread running on Mastodon whilst we read here or contact me at priscillaharing[at]hotmail.com to join

Check out the Rules of Play Wiki find the book at MIT Press or get a (digital) copy from your local or university library.

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