Liveblogged – mistakes are mine
Holly talked about clapping games. Clapping is portable and free and does not take up much space. It is communal, you do with other people. But as adults and game designers, we under utilise what we can do with claps. Adults understand how it works. We clap for congratulations, for greetings, for delight. For mockery. We clap to music, for rhythm. There are freemason rituals that are mostly clapping. People negotiate cheese prices using clapping in Holland. We know how to do it but we mostly don’t when it comes to clapping.
Clapping games seem to be mostly 5-10 year olds, mostly girls. A set of action, with other people, in a chant. It’s guitar hero without technology. It is something that is relevant new to playgrounds, little evidence before 1960. There were some just before WW1, then not til 60s. They started again simply and getting more complex through time. They are complex now. They have variances, there are penalties. There are elimination based games. There are different affordances of a clap. Who takes part. Where does it happen. What parts of the body is it. How loud is it, When is it. What is the rhythm. What is the impact. There are all these different affordances and it seems wasteful to leave to children and freemasons.
There are some. Danish Clapping. Reload. Blind Football. One, Two, Three. Good Behaviour. Clapping can be a bit menacing. One person can be creepy. People slowly joining can be creepy. What can tech bring to clapping. What could you do if had more technology. There are some iphone games, some wii games. Not really fully using the clapping options. You have clapping games with more hands. Can you bring in speed? Are there clapping games with strategy. Most seen are based on skill. There seems to be little room for strategy. Can there be more team clapping games. When clapping is the game instead of the celebration of the game. Can we use clapping to fix games that could be made better.
So main point is clapping is good and we should do more with it!
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