In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of ...
AMBIGUITY OF THE TERM PLAY It is difficult – and I would say fruitless – to provide a purely functional explanation of play. Above, I have indicated a diversity of forms of play in the gaming landscape, expressed by Table 2.1.
Author: Jan H.G. Klabbers
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.
For example, the most valuable form of playwork is that which seeks to encourage the sort of play that is 'freely ... Study of the Play Element in Culture (Routledge and Kegan Paul, 1949); B. Sutton-Smith, The Ambiguity of Play (Harvard ...
Author: Rodney P. Carlisle
Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.
Conclusion to The Ambiguity of Play The Ambiguity of Play concludes with the suggestion that what all of these rhetorics may have in common is their relative resonance of adaptive variability. Here Sutton-Smith (1999) cites the work of ...
Author: Peter K. Smith
Publisher: Cambridge University Press
Play takes up much of the time budget of young children, and many animals, but its importance in development remains contested. This comprehensive collection brings together multidisciplinary and developmental perspectives on the forms and functions of play in animals, children in different societies, and through the lifespan. The Cambridge Handbook of Play covers the evolution of play in animals, especially mammals; the development of play from infancy through childhood and into adulthood; historical and anthropological perspectives on play; theories and methodologies; the role of play in children's learning; play in special groups such as children with impairments, or suffering political violence; and the practical applications of playwork and play therapy. Written by an international team of scholars from diverse disciplines such as psychology, education, neuroscience, sociology, evolutionary biology and anthropology, this essential reference presents the current state of the field in play research.
Author: Katie Salen TekinbasPublish On: 2005-11-23
A Rules of Play Anthology Katie Salen Tekinbas, Eric Zimmerman. 298 J6!)an ufiisag aweg aul ueuJJauJuJiZ pue UQ]ES 1. the ambiguity of reference [is that a pretend gun sound, or are you choking?]; 2. the ambiguity of the referent [is ...
Author: Katie Salen Tekinbas
Publisher: MIT Press
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
This phrase being of course a play on John Cage's famous saying, “I have nothing to say and I am saying it.” Even if Cage refused the idea of the lone ... Sutton-Smith, The Ambiguity of Play, 87, 107, 107, 50, and 49, respectively.
Author: Mary Flanagan
Publisher: MIT Press
An examination of subversive games—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists' alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Author: Katie Salen TekinbasPublish On: 2003-09-25
Simon Kuper , " The World's Game Is Not Just A Game , " The New York Times Sunday Magazine , May 26 , 2002 . 2. Brian Sutton - Smith , The Ambiguity of Play ( Boston : Harvard University Press , 2001 ) , p . 77 . 3.
Author: Katie Salen Tekinbas
Publisher: MIT Press
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The message then is semiotically layered: she resists stiffly, doesn't want to be here, constrained by me, but I'm not to ... and 67 it is the assessment of his contribution and the form Copyrighted Material Praxis: The Field of Play.
Author: Edgar Levenson
In The Fallacy of Understanding (1972) and The Ambiguity of Change (1983), Edgar Levenson elaborated the many ways in which the psychoanalyst and the patient interact - unconsciously, continuously, inevitably. For Levenson, it was impossible for the analyst not to interact with the patient, and the therapeutic power of analysis derived from the analyst's ability to step back from the interactive embroilment (and the mutual enactments to which it led) and to reflect with the patient on what each was doing to, and with, the other. Invariably, Levenson found, the analyst-analysand interaction reprised patterns of experience that typified the analysand's early family relationships. The reconceptualization of the analyst-analysand relationship and of the manner in which the analytic process unfolded would become foundational to contemporary interpersonal and relational approaches to psychoanalysis and psychotherapy. But Levenson's perspective was revolutionary at the time of its initial formulation in The Fallacy of Understanding and remained so at the time of its fuller elaboration in The Ambiguity of Change. The Analytic Press is pleased to reprint within the Psychoanalysis in a New Key Book Beries two works that have proven influential in the realignment of psychoanalytic thought and practice away from Freudian drive theory and toward a contemporary appreciation of clinical process in its interactive, enactive, and participatory dimensions. Newly introduced by series editor Donnel Stern, The Fallacy of Understanding and The Ambiguity of Change are richly deserving of the designation "contemporary classics" of psychoanalysis.
As Sutton-Smith (2001) proposed in his book The Ambiguity of Play, play is an ambiguous concept: “We all play occasionally, and we all know what playing feels like. But when it comes to making theoretical statements about what play is, ...
Author: Guo Freeman
Publisher: CRC Press
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.
I understand this talk of imagery , fantasy and acting by one's guts through the model of play , that for many ... is analogous to a sort of play , and that the involvement in magic retains the ambiguity of the play world while also ...
Author: T. M. Luhrmann
Publisher: Harvard University Press
Category: Body, Mind & Spirit
Profiles the surprising number of otherwise "normal" people who practice magic and witchcraft in England today, detailing how they became involved in witchcraft, the history and tradition of magic, and other fascinating details