P.I.G.S. and city: Playing with guilt and truth in
the streets of Athens
Elina Roinioti
Maria Saridaki
Department of Communication, Media and Culture
Panteion University of Social and Political Sciences
Athens, Greece
eleni.roinioti@gmail.com
Department of Communication and Media Studies
National and Kapodistrian University of Athens
Athens, Greece
msaridaki@media.uoa.gr
Georgios Hiotis, Dimitris Arabatzis
Playopticons
Athens, Greece
hiotisgeorgios@gmail.com, dimitris.arabatzis@gmail.com
Abstract. In this paper we will present a location-based
propaganda game called P.I.G.S. Through game
narrative and mechanisms, we will examine how an
urban game can question the social norms of the city
space and become a vehicle for political expression.
The concepts of stigma, guilt and surveillance are
central to our analysis. Using field notes from the actual
game sessions, we will analyze how the players
perceived and incorporated its meanings.
Keywords: location-based games; propaganda ; politics;
stigma; urban space; game design
I.
INTRODUCTION
What’s the common ground between a “busker”i
living in Great Britain in 1860, a young boy living in the
19th century, a tattle-tale columnist socially active in
1920, a skateboarder living in California in 1950 and a
group of immigrants living in Athens in 2013? These
are all characteristic examples of how play- as an
activity and at the same time as an aesthetic categoryencapsulates a cultural and a ritualistic element of social
life [1]. Boyhood in the 19th century for example, was a
social category containing the free outdoor and away
from parental control, playing. During these freeplaying hours, the boy physically and intellectually
challenged himself and his “significant others” [2] for
respect and power. This kind of ritual passage to
manhood through play [3] has similarities with the
playful social activities of the high society in the first
decades of 1900. The moral responsibility toward the
poor, which historically was associated with charity as a
proof of a worthy life [4] manifest itself through the first
scavenger hunt, organized by Elsa Maxwell, ¨an Iowai
A person who entertains in a public place for gratuities
born party planner, impresario, gossip columnist,
etiquette authority, and press agent”ii.According to an
article in Gettysburg Times in 1933, her party games
were compared to fraternity initiations.
The second common aspect of the before mentioned
case studies, is their tendency to provoke the lived space
through play and games and produce new spaces of
social meaning. A busker living and working in the 19th
century makes the city street his/her personal theatre
and in a way he “appropriates the cognitive space of
public space, of everyday space, and functions in an
interventionist fashion” [5]. A skateboarder “surfing” in
the urban space imposes alternative playful meanings
upon the city setting, rejects any physical urban
restrains and at the same time expands the limits of the
city [6]. Albanian immigrants, exclusively men, living
in Athens, Greece, in 2013, get together in a daily basis
in their neighbourhood square to play domino game and
chess while friends or bystanders watching and
participating as active spectators. This daily ritual is a
way of reliving a traditional custom and in consequence,
reappropriating the foreign streets of Athens.
Hence, just like Baudelaire’s flâneur who “merges
the “serious” space of the city with the ludic activity of
casual walk... eliminating the boundaries of a distinct
and separate play space” [7], the busker or the
skateboarded or even the Albanian immigrants, use play
About Elsa Maxwell see “Elsa Maxwell, the Kingmaker” , The
Daily Beast, Nov 1, 2012, Staggs S., 2012, or S. Staggs Inventing
Elsa Maxwell: How an Irrepressible Nobody Conquered High
Society, Hollywood, the Press, and the World, St. Martin's
Press,2012 or Gettysburg Times November 13, 1933
http://news.google.com/newspapersnid=2202&dat=19331113&id=W
SAmAAAAIBAJ&sjid=Kv0FAAAAIBAJ&pg=5527,4962683
ii
and games to transform the social norms of the city
space, expanding its boundaries and highlighting the
“betweenness of place” [8]. The politics of occupation
changes and in the core of this concept lay the games.
Up:
Greece 2013
Down: Albania 2013
Fig. 1. In My Element: Base Camp
Application of technology or to what extent these
games incorporates technology. For example, the
Big Urban Game is a kind of race between three
different teams, each of them trying to move a
25- foot high inflatable game piece through
specific checkpointsiii, whilst Can you see me
now? is a mixed-reality game where online
players are chased through a virtual model of a
city by up to four street players, who must run
through the actual city streets in order to capture
them [12].
II.
Purpose of the game. Having fun and engage
oneself in a social experience, seems to be the
basic reason for a person to participate in an
urban game. From a designer’s perspective
though, each game is a complicated system that
promotes sometimes obvious, sometimes hidden
meanings and almost always, serves specific
purposes. Dead Drop for example combines
location-based mechanisms, real action play and
opportunities for local business for in-game
advertising. By contrast, Mogi is a spatial-aware
game [13] played in Tokyo in 2003. The goal
was to collect items spattered around the city,
using GPS and an electronic map. One of the
targets of the game was to give the opportunity
to the players to explore their city in a different
and more adventurous way.
URBAN GAMES AND THE CITY
The term urban game is used broadly for games
played in the city area. Urban games “may range from
low-tech interventions and psycho-geographic walks
based on a simple algorithm to hi-tech hybrid reality
games” [9], can be finite or infinite [10], can be played
in both the physical and virtual world, are mainly multiplayer and they can be played in a specified time and
space but more than often, they don’t. On the basis of
how urban games use and recreate the urban space, two
main categories emerge [11]:
The city as a pop up game. This term is used for
arena-type of games i.e. games which occupy a limited
space; their boundaries are clear and primarily visible to
everybody (players and spectators). As DeLuca and
Bertolo mentions [11], “the game exists as a potential
that is waiting for its player to come and awaken it to
life”. Game examples are the urban chess-board,
Hopscotch, In My Element: Base Camp etc.
City as a big playground. This is the case of many
well known games like The Big Urban Game, Dead
Drop, Botfighters, Mogi, Can you see me now? which
all share one common element- their tendency to
approach the city as a playful environment with vast
ludic perspectives. During these games, a game layer
seems to be projected over the urban environment
changing even temporarily the social norms of the city.
Games that use the city space as a playground do not
form a homogeneous game category. Their differences
can be described as follows:
Integration of reality or in other words, the
extent to which the game space transcends the
urban space. While the inevitable question
whether “these urban/ locative/casual games
“colonise” or “enrich” those spaces” [9] remain
unanswered and needs further investigation,
urban games' effect, ranks from total immersion
of the real space into the game sphere where “all
actions [in real life] are game moves” [14] to
temporary and partial occupation of the city
space.
The so-called location-based games are a specific
kind of urban game whose gameplay relies mainly on
iii
http://www.decisionproblem.com/bug/bug2.html
positioning systems like GPS. In the sections below, we
are going to present and analyze a location-based game
called P.I.G.S and investigate how a game may political
reclaim a city like Athens, Greece.
III.
P.I.G.S, A PROPAGANDA GAME
P.I.G.S is a multiplayer location-based propaganda
game, for up to 48 players split into four opposing
teams and played with Smartphones. P.I.G.S whose
name refers to the degrading acronym that was given to
the economies of Mediterranean by international
analysts, is a game of reverse management of the
Spoiled Identity. But what we mean with this phrase
borrowed from Goffman’s study of stigma [15]?
To begin with, since 2008 we have witness an
attempt to construct a new transnational collective
identity for Portugal, Italy, Greece and Spain under the
label of P.I.G.S. This kind of identity was not attributed
based on a similar socioeconomic environment or a
possible cultural convergence, but was rather imposed
by financial markets to those countries that considered
to have heavily-debt economies.
Political theorists will argue that the formation of a
collective identity isn’t bounded with the traditional
characteristics of ground, blood or even myth. So to use
Benedict Anderson’s phrasing, the “imagined
community” [16] of P.I.G.S, has being formed in order
to label a new socioeconomic and political zone, the
symbol of which is the common pig. But what happens
when the identity under construction or the projected
symbol (like the pig) is the result of a classification
from above and not the outcome of an inter-subjective
cultural procedure? The answer is stigma or as Goffman
mentions the “attribute that spoils the identity of the
affected Individual” [15] or in our case of the affected
countries. The media talked about the P.I.G.S, shared
degrading photos and comments, creating and
supporting in this way, a negative image for four
different countries and its people. Eugene Trivizas, the
well know criminologist, mentioned that this acronym is
a contemporary form of the historical phenomenon of
calling into question the human nature of a fellow man;
a process according to which members of a nationality
degrade the members of another, in the level of animals,
spreading the message that they are worthy of receiving
similar treatment as animalsiv. This produced mental
images function as social stigma affecting and infecting
the individual’s identity, which in our case refers to
entire ethnic groups. This exact stigma and the shame or
guilt that follows it, is what the game P.I.G.S is all
about; inviting people to adopt the role of the accused
one, to make their stigma visible and play with the
concepts of guilt and scapegoating.
A. The game narrative
The game P.I.G.S takes place in an imaginary
society, influenced from Orwell’s Animal Farm, where
all kinds of animal lived together peacefully. The
Farmer took good care of The Garden and its animals
by selling the Amazing Apples of the Great Apple Tree.
Until one day the Farmer discovered that someone had
eaten the Apples and everybody immediately accused
the four pig tribes. Since they could not tell who among
them is the guilty one, the Wise Black Eagle decided
that they should all take the blame and exile all the Pig
tribes from the Garden, all except one; the one that
would prevail in a vicious struggle for survival.
The game starts at this exact point where the four
pig tribes, carrying their initials of their deadly sins i.e.
P for pride, I for insolence, G for gluttony and S for
sloth, must face each other.
B. Rules of the game
The main goal is to prevail against the other tribes
and the only way to succeed on it is to find the guilty
P.I.G.S of the other team and of course to protect your
teammates. The only weapon available is your
Smartphone with which you can take a photo of an
opponent and symbolically “capture” or tag him. Each
tribe consists of one Uber Pig, one Street Pig and ten
Common Pigs, a vertical hierarchy that adds a strategic
element to the game experience.
The Uber Pig is the general who oversees the entire
battle online through a specialized web platform and
prepare the tribe’s strategy. The Street Pig is on a
bike/skate providing information to the Uber Pig and
being the direct link with the common Pigs. The
Common Pigs are the soldiers. Each common Pig has a
QR code on its shirt which corresponds to its personal
number. The Common Pigs try to take photos of the
opposing pigs and at the same time avoid being
photographed. In each team there are two guilty pigs
“hiding” among them. The true identity of them is not
known to anyone, not even to the guilty ones. This
design choice was made in order to support a basic
narrative element: the fact that guilt as a false attribute,
acting at the same time as a social and political release
valve [17], can be attributed to anyone indiscriminately.
iv
The original text in greek can be found here:
http://tvxs.gr/userpost/%CE%BF%CE%B5%CF%85%CE%B3%CE
%AD%CE%BD%CE%B9%CE%BF%CF%82%CF%84%CF%81%
CE%B9%CE%B2%CE%B9%CE%B6%CE%AC%CF%82%CE%B3
%CE%B9%CE%B1%CF%84%CE%BF%CE%BD%CF%8C%CF%81%CE%BF-pigs.
Fig. 1. The Uber’s platform
Brother, controlling and inspecting everything. As for
the Common Pigs, the game space is being identified
with the user space or in other words with their own
actions. They are under the immediate orders of their
General, oblige to deliver results, but at the same time,
it’s their choice whether or not will share the
information they gathered. This behaviour, which is
marginally permissible and acceptable in relation to the
social contract of the game, gives back to the common
pigs their long lost subjectivity.
Fig. 3. The mobile application
Fig. 2.
The victory conditions are two: A) to eliminate your
opponents or in other words to photograph twice the
guilty pigs of the rival tribes and b) to gather all the
necessary clues which are scattered around the game
space, to solve the hidden Riddle of Truth and in this
way gain impunity.
C. Application and game’s mechanism
For the purposes of the game, three different
applications were developed, each of which collects,
processes and transmits different amount of
information, allowing at the same time the players to
experience different degrees of visibility and thus in a
more abstract concept, different levels of surveillance.
As expected, the Uber Pig is in an advantageous
position, standing in front of a web platform in which
he/she can see the position of every player in the game
and be informed in real time about the hits his team has
received and has brought about to the opposing teams.
On the other hand and as far as the mobile players
are concerned (Street and Common), the game has been
designed so as to support a specific “state of being”
[18]: to be connected and tracked at the same time.
According to Benford et al [18] a player can be either
connected and tracked, tracked but not connected,
connected but not tracked and finally, neither
connected nor tracked, in which their application in
use does not know its location and cannot communicate
with other players. In our case, even though everybody
was in a state of being connected and tracked, they did
not share the same game experience. Specifically, the
Street Pig could see all the Common Pigs of his tribe
and could be seen only from his Uber Pig, whilst the
Common Pigs were only aware of their own related
position. In other words, both they were connected and
tracked but not in the same way and definitely without
enjoying the same benefits.
This kind of differentiation has a direct effect upon
players' game experience, producing different
perspective of the game itself and the game space in
general. For the Uber Pig, for example, the map
becomes as Lammes mentions [19] “a game-board that
constantly incorporates the physical and spatial
activities of players on the move [...], the players
become pawns inscribed on the map”. In this way, the
Uber Pig symbolically acquires the role of a Big
D. D. Uncertainty and the alternative version of the
game
When designing a location-based game there are
many things that have to be taken into account.
Uncertainty associated with sensing and wireless
communications [12, 18] is an important issue that
might affect the entire game experience. P.I.G.S is a
game that needs constant Wi-Fi connection, without
which the “orchestration” [18] or the real time
management of the game was almost impossible.
Combined with few technical problems that also arose,
we designed a backup low-tech version of the game
were players assumed the same roles but used only a
QR code reader for collecting clues and “hitting”
opponents. The macro-management of the game took
place in real time and space, overseeing the score of
every team, keeping track of time and applying
punishments to whoever violated the given time limits.
The extra mechanisms that were added, was first, that
the game run in time-based turns and second, the phase
of the “pig sacrifice” for whoever trespassed these time
limits. During the “pig sacrifice”, all the players formed
a circle inside which the pig that didn't get back to
his/her headquarters in time, stepped into. For 5 seconds
he or she was at the mercy of his/her opponents who
photographed him/her.
E. Evaluating the game
P.I.G.S as a propaganda game aims to:
Make a political
international events.
comment
on
current
Create an urban game that will convert the
public space of Athens into a game platform,
where once again the city will become a field of
social and political dialogue.
Promote a sideline aspect of play: play as a mean
of personal, social and political expression and
new technologies becomes the vehicle for that.
Luring people into a game of lost identity and
guilt.
Based on field notes collected during the playtesting
and the actual game session in Athens Plaython Festival
in 2012 and the after game dynamics, we will examine
how and in what extent the before mentioned goals were
actually achieved.
In general P.I.G.S was well received by the players
and seemed to intrigue the bystanders. The random and
concealed choice of the real identity of the guilty pigs,
the mechanism of the “pig sacrifice”, the constant
Fig. 4. During the playtesting
chasing of each other, were the basic frames through
which the concepts of guilt/ innocence, justice/injustice
and the survival of the strongest, structured. Their
rhetorical power seemed to be well perceived by the
players. In particularly a female player said: “It felt that
everyone was guilty and at the same time no one
questioned why and if this was true. I did not care about
my innocence, I only cared about not revealing my QR
code and send as much QR codes as I could from the
other teams" (female 32, 25/09/2012, during the
playtesting), while another said "I had no idea who was
the guilty one in our tribe, it might have been me for all
I knew. This was stressful and fun at the same time"
(female 35, 25/09/2012, during the playtesting). The
feeling of inconvenience that was nurtured and
sustained through the above game mechanisms, can be
illustrated through the words of a 26 year female player,
"Running around with QR codes in my body, felt as an
animal being chased. At the same time I was able to do
it myself to my hunters." (Female 26, 30/09/2012, during
the Athens Plaython Festival).
The correlation with the contemporary political and
economical “game” which takes place today in a
transnational level, was successfully embedded in the
phase of the “pig's sacrifice”. Creating an instant and
improvised arena as a punitive system, the symbolic
violence of the contemporary political system came to
life; "when I was brought to the middle and chased by
all other tribes I felt stressed [...] I felt as if I had a
moment of unjust open trial. For me this made the
connection with the political issue much stronger."
(Female 24, 30/09/2012, during the Athens Plaython
Festival).
Observation and the negotiation of surveillance were
central to our game and public spaces in general,
incorporate different ways of observing and being
observed. For example a playground can be secluded by
the general public but should always provide
surveillance to the parents and caretakers. When
designing P.I.G.S. we tried to acknowledge the
influence of Bhentham’s Panopticon and Foucault’s
[21] suggestion of the embodiment of once external
control mechanisms, while preserving the playfulness
idea of “throwing the blame to someone else” in a much
embodied way- through running and interaction.
Through the political-ideological significance of
narrative and the game's mechanisms, the social
contract of the game was set up; it was the players' turn
to act upon them and in a way to give life to the
“performance frame” of the game [20]. While some
truly embedded their given role, "I really thought about
cheating and stealing some [information] QR Codes on
the wall but I wasn't left alone with them by opposite
tribe members. I felt like a naughty pig so why play fair
in the first place?" (Female 35, 30/09/2012, during the
Athens Plaython Festival), the pursuit of victory guided
their actions. Without supporting a ludo-narratological
model [22], in P.I.G.S just like in most games “is the
performance of game moves that consumes most of a
player’s cognitive resources” [23] and from this point
the immediate goals of the game and thus the
achievement of victory, becomes the first priority. For
urban games such as P.I.G.S, it is a question whether the
narrative frame stays with the player and guides his/her
moves or dissolves behind the game mechanisms.
On the other hand and as the framing of a situation
may “not fully created ‘on the spot’, but can be
mediated through time and space over media and
cultural memory within an individual” [24] the political
performance of P.I.G.S, took also place through media
and meta-game discussions with the players and
bystanders. The production and reinterpretation of
symbols like the use of the pig or the QR code on the
players' T-shirts which made them look like a moving
target or a prey; the game itself as a spectacle occupying
a specific place and time in the Athens' city life; the
externalization of common feelings and thoughts and
their inclusion to the public debate, are all manifestation
of the game's political performance [25], a performance
that acquired it’s completed form during the after game
“session”. The bystanders for example, not being part of
the game system, approached and decoded the gamerelated events through the semiotic of ordinary life [14]
and thus they captured the political and social context of
the game to the fullest.
In the same way, an article written in a local
newspaper about P.I.G.S and its social meanings
provoked two interrelated results: first, to present
P.I.G.S to the public and indirectly to promote games in
general, as an alternative way of expressing
sociopolitical matters. Through media exposure and for
a brief period of time, the public discourse around
games changed. Games became a reference also for
adults (our players were from 25-40 years old),
addressing common concerns and fears. The second
result was that through game's publicity, the public
street of Athens became once again a place of political
dialogue, a place where everybody may take the stance.
As we have documented, the meaning generated
through P.I.G.S.’s gameplay is socially and politically
relevant, combining the relevance of contemporary
Smartphone technology and the political status of being
accused and stigmatized while notions of surveillance,
life strategy and distribution of information are being
imposed to the players. Further theoretical and research
analysis upon location-based propaganda games or
Serious Urban Games [26] like P.I.G.S, is needed in
order to examine in depth these kinds of phenomena, as
disruptive as may be.
REFERENCES
[1]
J .Huizinga. Homo Ludens: A Study of the Play-Element in
Culture, Boston: BeaconPress, 1971
[2] A. Haller and J. “Woelfel. Identifying significant others and
measuring their expectations for a person”, in Proceedings of
Actes du Vingt-Deuxieme Congres de l'institut International de
Sociologie [Proceedings of the Twenty-Second Congress of the
International Institute of Sociology], Rome. International
Journal of Sociology, no5, 1969
[3] H. Jenkins. “Complete Freedom of Movement: Video Games as
Gendered Play Spaces”, in Cassell and Jenkins (ed), From
Barbie to Mortal Kombat: Gender and Computer Games, The
MIT Press, 1999
[4] M.E. Gettleman. “Charity and Social Classes in the United
States, 1874-1900, I”, The American Journal of Economics and
Sociology, vol 22, No2, April 1963, pp. 314 – 329
[5] M. Flanagan. Critical Play: Radical Game Design, The MIT
Press, 2009
[6] M. Montola, J. Stenros and A. Waern. Pervasive Games:
Theory and Design , CRC Press, 2009
[7] A. de Souza e Silva and L. Hjorth. “Playful Urban Spaces: A
Historical Approach to Mobile Games”, Simulation & Gaming,
Vol40, No 5, Sage Publications, 2009
[8] O. Sotamaa. “All The World's A Botfighter Stage: Notes on
Location-based Multi-User Gaming”, proceedings of the
Computer Games and Digital Cultures Conference CDGC ,
Finland, June 2002
[9] M. de Lange. The Mobile City project and urban gaming,
Second Nature, Issue No.2, November 2009
[10] J. P. Carse. Finite and Infinite Games, New York: Ballantine
Books, 1987
[11] V. De Luca and M. Bertolo. “Urban Games to Design the
Augmented City”, Eludamos, Journal for Computer Game
Culture, 6 (1), 2012 , pp. 71-83
[12] S. Benford, C. Magerkurth and P. Ljungstrand. “Bridging the
physical and digital in pervasive gaming”,Communications of
the ACM, Vol. 48, No. 3, March 2005, pp 54-57
[13] D.Nicklas, Ch. Pfisterer, B. Mitschang. Towards LocationBased Games. In: Proceedings of the International Conference
on Applications and Development of Computer Games in the
21st Century: ADCOG 21. Hongkong Special Administrative
Region, China, 2001, pp. 61-67
[14] F. Von Borries, S. P. Waltz and M. Böttger. Space, play and
time, Birkhäuser Architecture, 2007
[15] E. Goffman. Stigma: Notes on the Management of Spoiled
Identity, Simon & Schuster Inc, 1963
[16] B. Anderson. Imagined Communities: Reflections on the Origin
and Spread of Nationalism, Verso; New Edition edition, 2006
[17] T. Douglas. Scapegoats: Transferring Blame Routledge, 1995
[18] S. Benford, A.Crabtree, M. Flintham, A. Drozd, R. Anastasi,
M. Paxton, N. Tandavanitj, M. Adams, and J. Row Farr, "Can
You See Me Now? ",ACM Transactions on Computer-Human
Interaction, vol. 13 (1), 2006, pp. 100-133
[19] S. Lammes. “The map as playground: Locationbased games as
cartographical practices”, in Proceedings of DiGRA
Conference: Think Design Play, 2011
[20] S. Benford, A.Crabtree, S. Reeves, M. Flintham, A. Drozd, J.
Sheridan and A. Dix "The frame of the game: blurring the
boundary between fiction and reality in mobile experiences", in
Proceedings of the ACM SIGCHI Conference on Human
Factors in Computing Systems, 2006, pp. 427-436
[21] M. Foucault. Discipline and punish. London: Penguin, 1975
[22] E. Aaserth. “A narrative theory of games”, in Proceedings of
the International Conference on the Foundations of Digital
Games, ACM Library,2012
[23] C.A. Lindley. “The Semiotics of Time Structure in Ludic Space
As a Foundation for Analysis and Design”, Game Studies:
International Journal of Computer Game Research, vol5, issue1,
October 2005 http://www.gamestudies.org/0501/lindley/
[24] S. Deterning, “The Game Frame: Systemizing a Goffmanian
Approach to Video Game Theory”, in proceedings of Breaking
New Ground: Innovation in Games, Play, Practice and Theory,
Digra 2009
[25] C. Tilly. Stories, Identities and Political Change. Rowman &
Littlefield, Lanham, 2002
[26] G. Ferri, P. Coppock, “Srious Urban Games. From play in the
city to play for the city”, presented at the Media & the City
Workshop, ECREA Working Group, Milan, 2012