Big Games are large-scale, multiplayer games that include some form of real-world interaction.

Big Games point towards a future in which socially aware networks, smart objects, location sensing and mobile computing open up new ways for people to play.

Big Games use technology, but are not subservient to it. Big Games are made out of people, connections, ideas, situations, and events. Big Games have computers inside of them, not the other way around.

Big Games create a conscious confusion between the real and the imaginary, between ideas and objects, between information and space. Instead of the simulated worlds of computer games, Big Games transform the physical space around us into a shared gameworld, brought to life by the choices, actions, and experiences of the players.

Big Games encourage a playful use of public space. They have their roots in the neighborhood games of childhood; in the campus-wide games and stunts of college; in the nerd-culture of live-action role playing and Civil War re-enactments; in the art-culture of Happenings and Situationism; in urban skateparks, paintball fields and anywhere people gather together to play in large numbers and large spaces.

Big Games are games, not academic exercises, not tech demos. They must be easy to understand but deep enough to encourage thoughtful play. They must have challenges and rewards. They must run the gamut from purely abstract formal systems to richly rendered narrative experiences. They must connect people to people whether they are strangers, rivals or old friends.

Big Games are human-powered software for cities, life-size collaborative hallucinations, and serious fun.