You are cordially invited to a special tour of The Museum of Fictional Rocks!
Each rock was designed and made by an unknown craftsman to give the impression of a more or less convincing rock or cliff, often as part of a mass produced toy.
It is the museum's mission to collect these specimens and carefully treat them in a way that makes them appear as accurate as possible - painting them, adding convincing terrains to them as well as removing any distracting soldiers, lions or smurfs.
Please be ready outside the Facebook entrance of the museum on Monday 18. May at 4PM CET. (Not actually sponsored by facebook.)
The guided tour is followed by an optional visit to the museum workshop where you can see how a new exhibit is prepared, with chat about how making these is actually a game...
We will be taking questions and tell you about ventifacts, sugar-smuggling-funded labyrinths and the seagulls of Helsinki. (Fictional traces of which can be seen on the fictional rock in the picture.)
There will also be a chance to sponsor exhibits and/or partake in an international rock exchange.
The Introvert Playground re-opens Saturday 25th April. Find it on Ingerslevs Boulevard, Aarhus, Denmark all through summer.
Conventional playgrounds are - possibly without anyone ever giving it much thought - designed for extroverts. They are places of ruckus and risk-taking, designed to cater to as many kids as possible - they are loud, wild and social places. The quieter, more daydreaming, introverted kids often prefer solitary, non-physical play that mostly takes place in the mind and over the last year, a secret club - a Danmark based play initiative with a fittingly playful name - has dreamt up and built the playground for introverted play.
Play and the value of playing is enjoying a lot of attention at the moment, but there are huge differences between introverted and extroverted play - the latter is often seen as more valuable, because it builds social skills, whereas introverted children are often seen as creatures who need to come out of their shells.
In fact, western society as a whole seems to favour the extrovert ideal with our brainstorming sessions, open plan offices and team for every occasion, but quieter, less action packed and more comtemplatative play can be a gateway to creative thinking. Introverts often mull things over, they invent new worlds and explore them in the minds, they wonder and question and interpret reality to tell themselves tales - traits that are very similar to those used by critical, creative thinkers. The Introvert Playground looks nothing like a playground. First of all, it is tiny. There's just room for one child inside it. You play on your own here. It is also clearly handmade rather than mass produced - it's hut-like qualities suggest that a person - a character made it. There is only one, you will not find another like it anywhere else.
It features a cabinet of curiosity - not quite a museum, but a collection of objects meant to make you wonder and dream. One object is a remnant of a locally controversial piece of art made by Katharina Grosse for last year's European Capital of Culture in which she spray painted part of a park. When the artwork was disassembled, pink and white leaves from the project littered the streets, one of these is now on display in the playground. The playground's objects are meant to suggest and encourage the invention of creative stories: The painted leaf seemingly has no connection to the 30's photograph of a small ship - until the child invents one.
At the very top there's a - slightly altered - visual translation of an old, Danish lullaby, each verse formed by a cutout and lit by the sun, through hidden holes, creating a zoom that ends with the complete, unknown darkness of a sausage in the belly of a bird in an egg in its nest...
Remember to stay safe when playing in public.
We recently developed a new game for grown-ups to play at conferences and in other situations where interesting people spend time together inside slightly boring buildings.
But most of the boring buildings are closed and we really shouldn't meet up with too many, too interesting people, so we have made a play-at-home version of the game. Just in case you get a bit bored.
You can play alone or with your family. Every day, we pick a card for you. Each card has a Stay-At-Home mission, feel free to share what you make and feel free to share the game with other bored people you may know.
Apologies that the header is in Danish, we wanted to play straight away, so we haven't made an English language one yet. It says: 'Always Be Adventuring'
Here is your last mission:
- a new game for conferences, seminars and similar events where people have a shared interest, but don't know each other.
We tested it at the amazing Counterplay festival in spring. We'd love to play this at other events too. (Although we may play it in new and mutated ways...)
The game doesn't have a name, because that would give too much away. Also, it will not be announced anywhere, so it doesn't really need a name.
The Game with No Name is based on the idea of the 'Macguffin' - an object with only one purpose: Taking the protagonists through a series of intersting scenarios. The Maltese Falcon is a macGuffin, so are the Death Star plans in Star Wars...
Although The Game with No Name is object based, is almost invisible for those who are not playing it and the players themselves can decide whether to play it in an extrovert or introvert fashion. The game provides the players with a goal, a reason to (however briefly they want to) interact with others.
It's not a demanding game, it isn't physical or very awkward (unless the player wants it to be) and it won't demand much focus or concentration - if something more interesting is going on, you can simply forget it for a while.
But that's just the outermost layer - you'll be met with missions, prizes and secret greetings the further in you go.
If you are an events organiser and would like to know the mechanics, we will, of course, tell you, but it's much nicer to learn it after - At the end of Counterplay we explanied the game to the participants, at that point, most people had had some encounter with it, but hadn't necessarily played every layer of it and briefly explaining what they had played, made sense.
The Game with No Name is instigated and curated throughout by our parallel universal scout patrol.