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The Aesthetics Of Play


The Aesthetics Of Play
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The Aesthetic Of Play


The Aesthetic Of Play
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Author : Brian Upton
language : en
Publisher: MIT Press
Release Date : 2021-02-02

The Aesthetic Of Play written by Brian Upton and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-02 with Games & Activities categories.


A game designer considers the experience of play, why games have rules, and the relationship of play and narrative. The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.



The Aesthetics Of Play


The Aesthetics Of Play
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Author : Gunilla Lindqvist
language : en
Publisher:
Release Date : 1995

The Aesthetics Of Play written by Gunilla Lindqvist and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1995 with Education categories.


Based on Vygotsky's theory amongst others that play reflects different aspects of children's development and culture, this thesis explores in depth how aesthetic activities can influence children's play and the nature of the connections between play and culture, primarily in the aesthetic forms of drama and literature. The thesis also presents ideas on testing and developing models for an aesthetic pedagogy of play in preschool. Part 1 of the thesis presents the background and theoretical starting points of this didactic study, and includes discussions of the role of play in Swedish Preschools, the Froebel pedagogy, developmental theories of psychology and play pedagogy, as well as the different traditions of research into play and the need for an aesthetic approach. Part 2 discusses interpretations and analysis of different types of pedagogy, ideas in creating a play world for children, and examples of games that can reinforce children's sensitivity to role, dramatization, and aesthetics. Part 3, the conclusion, discusses the meaning of dramatic action in play, the roles of adults, play development in classes, and the linkage between play and children's culture. Results of a survey of child care workers in one Swedish municipality are appended. Contains 250 references. (MOK).



Fun Taste Games


Fun Taste Games
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Author : John Sharp
language : en
Publisher: MIT Press
Release Date : 2019-03-12

Fun Taste Games written by John Sharp and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-12 with Games & Activities categories.


Reclaiming fun as a meaningful concept for understanding games and play. “Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.



The Aesthetics Of Play


The Aesthetics Of Play
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Author : William Robinson
language : en
Publisher:
Release Date : 2012

The Aesthetics Of Play written by William Robinson and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with categories.




Fun Taste Games


Fun Taste Games
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Author : John Sharp
language : en
Publisher:
Release Date : 2019

Fun Taste Games written by John Sharp and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with Amusements categories.


Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games , John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games--the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues--from workplace bingo to Meow Wolf, from basketball to Myst , from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.



Sound And The Aesthetics Of Play


Sound And The Aesthetics Of Play
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Author : Justin Christensen
language : en
Publisher: Springer
Release Date : 2017-12-08

Sound And The Aesthetics Of Play written by Justin Christensen and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-08 with Social Science categories.


This book is an interdisciplinary project that brings together ideas from aesthetics, philosophy, psychology, and music sociology as an expansion of German philosopher Hans-Georg Gadamer’s theory on the aesthetics of play. This way of thinking focuses on an ontology of the process of musicking rather than an ontology of discovering fixed and static musical objects. In line with this idea, the author discusses the importance of participation and involvement in this process of musicking, whether as a listener or as a performer. Christensen then goes on to critique and update Gadamer's theory by presenting incompatibilities between it and recent theories of aesthetic emotions and embodiment. He proposes that emotions are ‘constructed’ rather than ‘caused’, that the mind uses a system of ‘filters’ to respond to sonic stimuli and thus constructs (via play) aesthetic feelings and experiences. In turn, this approach provides music with a route into the development of social capital and inter-subjective communication. This work builds on the hermeneutical steps already taken by Gadamer and those before him, continuing his line of thought beyond his work. It will be of great interest to scholars in music aesthetics as well as a variety of other music related fields, including music psychology, philosophy and science and technology studies.



Aesthetics And Design For Game Based Learning


Aesthetics And Design For Game Based Learning
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Author : Michele D. Dickey
language : en
Publisher: Routledge
Release Date : 2015-02-20

Aesthetics And Design For Game Based Learning written by Michele D. Dickey and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-20 with Education categories.


Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.



Works Of Game


Works Of Game
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Author : John Sharp
language : en
Publisher: MIT Press
Release Date : 2015-03-06

Works Of Game written by John Sharp and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-03-06 with Games & Activities categories.


An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.



The Dark Side Of Game Play


The Dark Side Of Game Play
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Author : Torill Elvira Mortensen
language : en
Publisher: Routledge
Release Date : 2015-06-05

The Dark Side Of Game Play written by Torill Elvira Mortensen and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-05 with Social Science categories.


Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?



Play Matters


Play Matters
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Author : Miguel Sicart
language : en
Publisher: MIT Press
Release Date : 2014-08-15

Play Matters written by Miguel Sicart and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-08-15 with Games & Activities categories.


Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.