Why do we need games to convince us to walk?

Today at Kill Screen Richard Clark asked if a alternate reality game centered on being chased by virtual zombies could finally inspire him to exercise (spoiler alert: it does, but not nearly as much as being single can). Turns out the existence of a mobile app this ridiculous might be a symptom of a much larger problem, as Slate reports in a new series also launched today:

Simply by going out for a walk, I had become a strange being, studied by engineers, inhabiting environments whose physical features are determined by a rulebook-enshrined average 3 foot-per-second walking speed, my rights codified by signs. (Why not just write: “Stop for People”?) On those same signs in Savannah were often attached additional signs, advising drivers not to give to panhandlers (and to call 911 if physically intimidated), subtly equating walking with being exposed to an urban menace—or perhaps being the menace. Having taken all this information in, we would gingerly step into the marked crosswalk, that declaration of rights in paint, and try to gauge whether approaching vehicles would yield. They typically did not. Even in one of America’s most “pedestrian-friendly” cities—a seemingly innocent phrase that itself suddenly seemed strange to me—one was always in danger of being relegated to a footnote.

Which is what walking in America has become: An act dwelling in the margins, an almost hidden narrative running beneath the main vehicular text. Indeed, the semantics of the termpedestrian would be a mere curiosity, but for one fact: America is a country that has forgotten how to walk. Witness, for example, the existence of “Everybody Walk!,” the “Campaign to Get America Walking” (one of a number of such initiatives). While its aims are entirely legitimate, its motives no doubt earnest, the idea that that we, this species that first hoisted itself into the world of bipedalism nearly 4 million years ago—for reasons that are still debated—should now need “walking tips,” have to make “walking plans” or use a “mobile app” to “discover” walking trails near us or build our “walking histories,” strikes me as a world-historical tragedy.

The problem here? As one historian of walking (yes, there is such a thing) puts it, the decline is bipedalism means that “walking as a cultural activity, as a pleasure, as travel, as a way of getting around, is fading, and with it goes an ancient and profound relationship between body, world, and imagination.” Mediating personal interactions with ARGs and zombies is certainly one way to encourage engagement with public space. But shouldn’t we be able to do certain things without gamifying them just yet? I guess that depends how fun the game is. 

[via Slate]