Studying play in contemporary (media) culture
-
Upload
stefan-werning -
Category
Education
-
view
44 -
download
1
Transcript of Studying play in contemporary (media) culture
Slide No. 1 of 16OGMV08007 – 04/02/15
Media & Performance Theory (OGMV08007)
Dr. Chiel Kattenbelt & Dr. Stefan Werning (University of Utrecht)
Session 1: Studying play in contemporary (media) culture
Slide No. 2 of 16OGMV08007 – 04/02/15
• Caillois, Roger. Man, play, and games. University of Illinois Press, 1961.
Aspects of play
Slide No. 3 of 16OGMV08007 – 04/02/15
• Play as metaphor
• Play as a social contract
• Play as simultaneous (de)mystification
• Sicart, Play Matters (2014)
• Juul, The Art of Failure (2013)
Recent focal points of play research
Slide No. 4 of 16OGMV08007 – 04/02/15
• Oulipo
• Narrative architecture (Jenkins)
• Hyperfiction
• Game poetry
Play and the arts I: Literature
Slide No. 5 of 16OGMV08007 – 04/02/15
• Improvisation
• Variations on a theme
• Cadenzas
• Paraphrases and Medleys
• John Zorn, Game Pieces
Play and the arts II: Art Music
Slide No. 6 of 16OGMV08007 – 04/02/15
• Play and ritual
• Play as subversion– Retail Hacking
– Gaming the System
• War Games
• Re-Envisioning society as a quasi-playful system
The element of play in culture
Burroughs, Benjamin. "Facebook and FarmVille. A Digital Ritual Analysis of Social Gaming." Games and Culture 9.3 (2014): 151-166.
Slide No. 7 of 16OGMV08007 – 04/02/15
• The Local Community as an “Ecology of Games”?
• Economy– Werbach, Kevin, and Dan Hunter. For the win:
How game thinking can revolutionize your business. Wharton Digital Press, 2012.
• Project management– Paasivaara, Maria, et al. "Teaching students
scrum using LEGO blocks." Companion Proceedings of the 36th International Conference on Software Engineering. ACM, 2014.
• (Military) Conflicts– Fong, Gwenda. "Adapting COTS games for
military simulation." Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry. ACM, 2004.
Societal discourses of Play:Play as a ‘ready-made’
solution
Norton E. Long, ”The Local Community as an Ecology of Games”, American Journal of Sociology, Vol. 64, No. 3 (Nov., 1958), pp. 251-261
Slide No. 8 of 16OGMV08007 – 04/02/15
• Education– E.g. Roussou, Maria. "Learning by doing and
learning through play: an exploration of interactivity in virtual environments for children." Computers in Entertainment (CIE) 2.1 (2004): 10-10.
• Law– Balkin, Jack M., and Beth Simone Noveck.
State of Play: Law, Games, and Virtual Worlds(Ex Machina: Law, Technology, and Society). NYU Press, 2006.
– Lawcraft, Case Law Game
• Research (?)– Digital technologies in humanities research
• Q: Implications?
Societal discourses of Play:Play as a ‘ready-made’
solution II
Slide No. 9 of 16OGMV08007 – 04/02/15
• Playing styles and player typologies/mentalities
• Play as a means of performing one’s identity
• Culturally specific mentalities of play?
The element of play in culture: Player mentalities
Slide No. 10 of 16OGMV08007 – 04/02/15
Playfulness in media usage practices: Literacy
Daisley, Margaret. "The game of literacy: The meaning of play in computer-mediated communication." Computers and Composition 11.2 (1994): 107-119.
• Play and (media) literacy
• Remixing
• How does play foster a specific form of literacy?
• Other examples?
Slide No. 11 of 16OGMV08007 – 04/02/15
Playfulness in media usage practices: Media relations
• Remediation
• Intertextuality/Intermediality
• Adaptation
Slide No. 12 of 16OGMV08007 – 04/02/15
Play as ‘subversive’ media use
• In-game photography (Poremba)– Re-creating the photographic and/or
documentary gaze
• Spoiling (Jenkins/Mittell)
• Spotting mistakes/glitches– http://www.moviemistakes.com/
• Archiving narrative tropes (Chaney/Liebler)– http://tvtropes.org/pmwiki/pmwiki.php/Main
/HomePage
Poremba, Cindy. "Point and Shoot. Remediating Photography in Gamespace."Games and Culture 2.1 (2007): 49-58.
Chaney, Keidra, and Raizel Liebler. "Canon vs. Fanon: Folksonomies of Fan Culture." Massachusetts Instituteof Technology.–2007. URL: http://web. mit. edu/comm-forum/mit5/papers/Chaney_Liebler_MIT5. pdf.
Slide No. 13 of 16OGMV08007 – 04/02/15
Commodification of Play
Foxman, Maxwell. “How to win Foursquare.” Rethinking Gamification. Eds. Mathias Fuchs et al., 2014, pp. 71-90.
• Play as an integrative element of using ‘apps’– Paidia and ludus
• Affordances (Norman/Gibson) of play in software design– Foursquare
Slide No. 14 of 16OGMV08007 – 04/02/15
• Play-based curricula and learning tools
• Scientific visualization as playful practice
• Theorycrafting
• Newsgames– Analytical Game Design (Remote
Control)
Play as a means of knowledge-creation
Slide No. 15 of 16OGMV08007 – 04/02/15
Play as a means of knowledge-creation:Playful appropriation of (digital) media technologies
• Playful/hedonic technologic use– Why specifically with digital technologies?
– Play as un-blackboxing digital technology
• YouTube
• Google Maps/Earth
• Google Wave
• Google Glass
Slide No. 16 of 16OGMV08007 – 04/02/15
• Q: Other ‘turns’ and their theoretical implications?
• How could such a claim be substantiated?
OUTLOOK: A ‚ludic turn‚ in media studies?
Slide No. 17 of 16OGMV08007 – 04/02/15
• Examples– Bounden– Fingle– Spy Party– Kinect games
• Cf. user discourse
– Singing games
• Q: Analytical categories?
• ‘Constructing’ the environment as a stage
• Benjamin, “performing for the machine”
EXCURSION: Aspects of performance in (digital) games