RETURN TO SENDER


🎵 A playlist about walls, resistance, death and love


“Sometimes we need to disrupt usage to bring attention to a cause.” Sara Ahmed, What’s the Use? On the Uses of Use, 2019 

A “racket” is an object that consists of netting stretched in an almost oval open frame with a handle attached that is used for striking a ball, usually in a tennis court game. In that sense, “to play” is the expression by which we can define why a racket is being used. In a tennis game, one can’t hold the ball in their hands (other than serving), or they will drop points. In a tennis video game, the code itself won’t allow us to hold the ball in the first place. Despite the 1993 conviction by the OPCW that prohibited the use of tear gas chemicals, police have regularly used tear gas to disperse crowds occupying the public space.  

Return to Sender is a game about disruption. It brings one of the protesters’ innovative spatial tactics: the use of a tennis racket to throw tear gas away. Not only does it disrupt the materiality of the racket, but it also disrupts the policing order who does not anticipate such resistance. As a designer, I want to disrupt the complicit narrative that echoes the police in the gamespace. In Return to Sender, Police are intentionally unseen. And they are unseen by their own urban tactics of control which is the use of barricades. A game in which the player will never lose (or win). As health is running low, the hands of care will stretch to support the player with the needed equipment.

A construction of army wall dividing Mohamed Mahmoud Street, Cairo, 2011
HAMZA BASHANDY, PhD        

Ludic Portfolio of Research and Design
hamza.bashandy[at]carleton.ca

I am an architect and game scholar. I teach in the Interactive and Multimedia Design undergarduate program and in the master and PhD program, specialized in digital media at the School of Information Technology, Faculty of Engineering and Design at Carleton University. My research sits at the intersection of urban issues and playful simulations, particularly examining the implications of playful interventions and computer simulations in participatory design and social movements...
RESEARCH & PUBLICATIONS

01. A Design Toolkit of Ludic Contentious Politics
FDG 2025, Graz, Austria

UNIVERSITE DE LIEGE
02. Mapping Spaces of Resistance in Videogames
FNRS Dissertation,    Liège, Belgium

03. Playing in a Lost Space
Heterotopia Zine 009 on Power    

04. Urban Rant Notebook
Indpendant Research
ARCHITECTURAL & GAME DESIGN

01. City.Craft
Workshop and Analysis of Minecraft in Spatial Design  

CONCORDIA UNIVERSITY

02. Return to Sender 
Research Creation Project,    TAG Centre           

03. Playful Memory
Research Design     Labo LNA, ULiège. 

04. Oshtoora Festival
Design Build    MADA Architects, Cairo.    
DIS-PLAY LAB

FOR LUDIC DESIGN AND SPATIAL PLAY   @CarletonU
Active Call MSc & PhD on Co-Design & Urban Sim Play
Start Date: January/September 2026    

Research Assistants & MS.c. Opportunities
M.Sc.       -> September 2025 / January 2026
RA-ships -> Flexibile

ACTIVE PROJECTS
The Crowd Problem in Videogames
SSHRC-funded project, Ottawa, Canada