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Dymaxion: Infrastructural Games and Societal Play

The larp toolkit for building power relationships is well-tuned, as are the sensibilities of both players and game designers for reading the power balance of a situation.  Introducing structural changes in a system during play allows us to see how power structures shift.  This experiential and immersive reading yields a higher resolution understanding than an a priori analysis.  When sociotechnical systems cause unpredicted shifts in social power relationships, it often indicates unseen dependencies between different social scripts, or stratifications in society that give different social groups different abilities to interact or adapt to change.  For example, one of the goals of Uber was to change the power relationship between passengers and taxi drivers.  They were successful at this, but differentially; in many countries, minorities who had a hard time flagging down taxis at all got to be first-class users of the system.  Of course, a number of other power shifts were also designed into this system, putting Uber itself at a significant advantage over both passengers and drivers, but in different (and in both cases intentionally opaque) ways.  Diegetic prototyping in play could have exposed many of these effects.  Critical use of narratives extracted from that play could have informed the debate around regulation and licensing for Uber and similar services.