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Auctor Cultura Essay In Literature Ludens Ludens Play

Play as Bulwark of Uselessness - First Person Scholar
Author's Note: The present article is to be considered a "twin essay" to "(Higher) ... "Culture arises in the form of play, that it is played from the very beginning," teaches ... Homo Ludens Ils 86. Routledge, 2014.. Salen, Katie, and Eric Zimmerman. R

Auctor Cultura Essay In Literature Ludens Ludens Play

Education and communication, largely by playing and making games within communities of amateur game designers, i realized that this powerful image, the bulwark of uselessness, could be a conceptualisation relevant to all cultural endeavours in their conflicted relationship with utilitaristic economic forces, a conflict that is becoming especially relevant in times of economic crisis. While culture as a whole cannot be constructed or conceptualised on the mere criteria of efficiency and profit, nor in subordination to market imperatives, even public institutions devoted to education and cultural endeavors are being currently subjected to the push toward adopting more market oriented approaches and therefore abdicating the pursuit of knowledge for its own sake. However, even those implementations that have leeways for playfulness are built with a purpose that comes before play and gives it hard boundaries as a general rule, gamification proponents ( that isnt about compliance, surveillance, efficiency, andor skill or information delivery all criteria which of course have their necessary roles at times and places, but are not to be mistaken for the cores of education, citizenship, or play gamification ultimately seems to rely on an underlying, deep cultural disqualification of playfulness, as discussed by (2015), who highlights how there is an ideological stance found in much of the literature on serious games and gamification that posits that games and play are somehow inferior unless they are useful.

While the intentions of gamificators might be (in many cases) laudable, the conceptual tools that are being developed can be extremely dangerous if wrongly employed (as is the case with most technologies). I came to appreciate how, when done well, gamification is more than badges and scores stuck onto unplayful activities, but a specific and highly elaborate form of game-design, if one bounded by an inevitably purposive element. This exploration, however, starts by effectively acknowledging that we have long lived in a gameful world, one where societal hierarchies and structures are effectively defined by homologues of the trivial gamification techniques of scores and leaderboards.

As a customary tank player in mmos, always relishing the role of defending my teammates in our small, unnecessary virtual struggles, the image stuck strongly. To put it shortly (and dramatically), this means no less than the simultaneous destruction of not one, but all non-actual possible worlds, collapsed in the monolithic, eternal present of the capitalist end of history, as against efficiency, seriousness and technical determinism. Luca morini is a researcher within the disruptive media learning lab of coventry university.

We cant trivially reject these practices, but we must endeavor to dialectically understand them and highlight exactly when and how they can become means through which to insidiously convey curricula and ideologies, or even all out dehumanizing. While waste means lot of things in our (relatively) environmentally aware society, most core to our discussion is the fact that true play is, first and foremost, a waste of time. The second and more risky one is to overtly play structure and invent new uses and spaces, both within and without games this is a kind of subversive play, best exemplified by the massive cheating practices which characterized foursquare, as a creative, playful resistance to measurement, or by more politically charged playful practices such as subvert mere games into play, because, contrary to margaret thatchers famous saying, there are, indeed, infinite alternatives.

Through the pervasive application of well-established game design techniques, the odds of the emergence of a panopticon is made to be accepted and indeed embraced through the bait of false playfulness have greatly increased. The exclusion of culture (in its widest anthropological sense, including aesthetics, beliefs, meanings, values, and especially their diversity according to each context) from the discourse of gamification proponents is rooted in an adherence to the above mentioned management-oriented measurability model and therefore runs much deeper than the quasi-behaviourist implementations of the exhaustible machines of nave gamificators, trivialising applications of game design elements that are denounced by their own more competent colleagues. .

Almost two years ago, halfway through my doctoral course, i found myself in finland at the where, above all the big names in the field of game studies who spoke there (among which were aarseth, deterding, juul, and ), one thing was indelibly imprinted in my memory canadian sociologist bart simons characterisation of game studies as a true, undeniable bulwark of uselessness. This dynamic reflects education as a whole, pushed more and more away from the general public values of knowledge construction and citizenship toward very specific technical ends, such as the training and upskilling of employable individuals. The most trivial elements of game design, scores and leaderboards, have been an integral part of our society at least since the inception of , the understanding of hierarchical feedback systems (be them school or workplace) as assimilable to game mechanics and experiences has only increased, as has been discussed, among others, by jennifer dewinter, who straightforwardly frames. And yet, this very waste of time and energy is the messy cultural terrain upon which new possible societal configurations are explored and experimented. Quantification and measurement can only amount to management and optimisation of the existent (which of course is, in the right contexts and times, a noble endeavour in itself), but it is not the generation of novel experiences that can only occur through deep, purposeless, playful and liberating engagement in cultural dynamics.


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... tells us something of the power of sacred play when he writes in Homo Ludens: But with ... Recommended by Ishmael Jones, author of The Human Factor: Inside the CIA's Dysfunctional ... As Cato Institute scholar Johan Norberg explained in a 2006 Nati

Auctor Cultura Essay In Literature Ludens Ludens Play

auctor cultura essay in literature ludens ludens play - Grupo Almagre

Auctor Cultura Essay In Literature Ludens Ludens Play com/ shareArticle?mini=true&url=#&title=Auctor cultura essay in literature ludens . Free delivery on qualified orders. See, for a paradigmatic example, These projects, each with different degrees of subtlety, involve employing play as a tool aimed at some very specific instrumental purpose. To have to engage with instrumental uses of play, most often directed to some kind of market utility or efficiency, is an uncomfortable position, if one that i am critically coming to terms with as an engaged pedagogist and game scholar. tells us something of the power of sacred play when he writes in Homo Ludens: But with. While i still mostly concur with his positions, While culture as a whole cannot be constructed or conceptualised on the mere criteria of efficiency and profit, nor in subordination to market imperatives, even public institutions devoted to education and cultural endeavors are being currently subjected to the push toward adopting more market oriented approaches and therefore abdicating the pursuit of knowledge for its own sake.
  • Auctor Ludens: Essays on Play in Literature (Cultura ... - Amazon.com


    This exploration, however, starts by effectively acknowledging that we have long lived in a gameful world, one where societal hierarchies and structures are effectively defined by homologues of the trivial gamification techniques of scores and leaderboards. In the current historical-cultural moment, however, this bulwark finds itself attacked in its very anthropological root, that of play. My appeal is to the citizens of an insidiously occupied land, spaces no more completely public, but more and more colonised by market forces and imperatives. As a customary tank player in mmos, always relishing the role of defending my teammates in our small, unnecessary virtual struggles, the image stuck strongly. This happens because, at some level, these typologies of games (or more properly, gamified systems) work in an explicit, measurable way, to enact similarly explicit, measurable change that is compliant with the currently dominant obsession for measurement and quantification.

    While culture as a whole cannot be constructed or conceptualised on the mere criteria of efficiency and profit, nor in subordination to market imperatives, even public institutions devoted to education and cultural endeavors are being currently subjected to the push toward adopting more market oriented approaches and therefore abdicating the pursuit of knowledge for its own sake. What i call bulwark of uselessness is therefore the diverse set of cultural spaces and activities that are not devoted to profit and production and that indeed can work to resist them. My appeal is to get involved wherever there is the possibility of free, purposeless play, something that, indeed, even gamification systems allow and provide space for, if often unknowingly, dangerously, painfully and implicitly. We cant trivially reject these practices, but we must endeavor to dialectically understand them and highlight exactly when and how they can become means through which to insidiously convey curricula and ideologies, or even all out dehumanizing. Education and communication and a background in psychology, he actually tries to spend most of his time playing, making games or helping people make their own, believing creative playfulness to be the keystone of true, liberating education.

    Despite having been probably overblown by western press due to cultural bias and vested interests in discrediting western economies main competition, sesame credit at least hints at the possibility of a whole new kind of systems of social control, where the feedback loops that ordinarily compose games are co-opted for surveillance and purposive behavioral push. Luca morini is a researcher within the disruptive media learning lab of coventry university. To have to engage with instrumental uses of play, most often directed to some kind of market utility or efficiency, is an uncomfortable position, if one that i am critically coming to terms with as an engaged pedagogist and game scholar. And yet, this very waste of time and energy is the messy cultural terrain upon which new possible societal configurations are explored and experimented. While the intentions of gamificators might be (in many cases) laudable, the conceptual tools that are being developed can be extremely dangerous if wrongly employed (as is the case with most technologies). I wrote the two essays together at the same time, as a playful experiment in academic writing beside some different choices of words or disciplinarily specific remarks the first and last paragraphs are indeed mostly the same, to highlight the deep, if most often distorted (as discussed in both essays), link between play and learning. What is particularly worrisome is indeed the massive adoption of gamification by corporate and political subjects. This dynamic reflects education as a whole, pushed more and more away from the general public values of knowledge construction and citizenship toward very specific technical ends, such as the training and upskilling of employable individuals. The exclusion of culture (in its widest anthropological sense, including aesthetics, beliefs, meanings, values, and especially their diversity according to each context) from the discourse of gamification proponents is rooted in an adherence to the above mentioned management-oriented measurability model and therefore runs much deeper than the quasi-behaviourist implementations of the exhaustible machines of nave gamificators, trivialising applications of game design elements that are denounced by their own more competent colleagues. The most trivial elements of game design, scores and leaderboards, have been an integral part of our society at least since the inception of , the understanding of hierarchical feedback systems (be them school or workplace) as assimilable to game mechanics and experiences has only increased, as has been discussed, among others, by jennifer dewinter, who straightforwardly frames.

    Auctor Ludens: Essays on Play in Literature (Cultura Ludens) [Gerald Guinness, Andrew Hurley] on Amazon.com. *FREE* shipping on qualifying offers. This is a ...

    Amazon.com: Auctor Ludens: Essays on Play in Literature (Cultura ...

    Amazon.com: Auctor Ludens: Essays on Play in Literature (Cultura Ludens) ( 9780915027200): Gerald Guinness, Andrew Hurley: Books.
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    What is completely left out of the picture by all the gameful approaches, the design of which is strongly and explicitly self-constrained so as to provide the above discussed measurable outcome, is indeed the role of play as both expression matrix of culture, as discussed since huizinga. To have to engage with instrumental uses of play, most often directed to some kind of market utility or efficiency, is an uncomfortable position, if one that i am critically coming to terms with as an engaged pedagogist and game scholar. Through the pervasive application of well-established game design techniques, the odds of the emergence of a panopticon is made to be accepted and indeed embraced through the bait of false playfulness have greatly increased Buy now Auctor Cultura Essay In Literature Ludens Ludens Play

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    To have to engage with instrumental uses of play, most often directed to some kind of market utility or efficiency, is an uncomfortable position, if one that i am critically coming to terms with as an engaged pedagogist and game scholar. Culture arises in the form of play, that it is played from the very beginning, teaches huizinga, and salen & zimmerman articulate at length the paradox conflict of play, the free movement within and with its rules. The exclusion of culture (in its widest anthropological sense, including aesthetics, beliefs, meanings, values, and especially their diversity according to each context) from the discourse of gamification proponents is rooted in an adherence to the above mentioned management-oriented measurability model and therefore runs much deeper than the quasi-behaviourist implementations of the exhaustible machines of nave gamificators, trivialising applications of game design elements that are denounced by their own more competent colleagues Auctor Cultura Essay In Literature Ludens Ludens Play Buy now

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    We need to do this particularly with the actual people who seek to explore the possibility for humane uses of instrumental approaches to games and play (under the variety of levels of gamification, game based learning, serious games, etc. I came to appreciate how, when done well, gamification is more than badges and scores stuck onto unplayful activities, but a specific and highly elaborate form of game-design, if one bounded by an inevitably purposive element. These projects, each with different degrees of subtlety, involve employing play as a tool aimed at some very specific instrumental purpose, even if noble ones (e. Almost two years ago, halfway through my doctoral course, i found myself in finland at the where, above all the big names in the field of game studies who spoke there (among which were aarseth, deterding, juul, and ), one thing was indelibly imprinted in my memory canadian sociologist bart simons characterisation of game studies as a true, undeniable bulwark of uselessness Buy Auctor Cultura Essay In Literature Ludens Ludens Play at a discount

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    What is particularly worrisome is indeed the massive adoption of gamification by corporate and political subjects. I wrote the two essays together at the same time, as a playful experiment in academic writing beside some different choices of words or disciplinarily specific remarks the first and last paragraphs are indeed mostly the same, to highlight the deep, if most often distorted (as discussed in both essays), link between play and learning. . To put it shortly (and dramatically), this means no less than the simultaneous destruction of not one, but all non-actual possible worlds, collapsed in the monolithic, eternal present of the capitalist end of history, as against efficiency, seriousness and technical determinism Buy Online Auctor Cultura Essay In Literature Ludens Ludens Play

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    The present article is to be considered a twin essay to (higher) education as bulwark of uselessness, submitted to the digital journal , one that you should really check out if you are in any way interested in teaching and learning. We cant trivially reject these practices, but we must endeavor to dialectically understand them and highlight exactly when and how they can become means through which to insidiously convey curricula and ideologies, or even all out dehumanizing. I came to appreciate how, when done well, gamification is more than badges and scores stuck onto unplayful activities, but a specific and highly elaborate form of game-design, if one bounded by an inevitably purposive element Buy Auctor Cultura Essay In Literature Ludens Ludens Play Online at a discount

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    This dynamic reflects education as a whole, pushed more and more away from the general public values of knowledge construction and citizenship toward very specific technical ends, such as the training and upskilling of employable individuals. . We cant trivially reject these practices, but we must endeavor to dialectically understand them and highlight exactly when and how they can become means through which to insidiously convey curricula and ideologies, or even all out dehumanizing. The exclusion of culture (in its widest anthropological sense, including aesthetics, beliefs, meanings, values, and especially their diversity according to each context) from the discourse of gamification proponents is rooted in an adherence to the above mentioned management-oriented measurability model and therefore runs much deeper than the quasi-behaviourist implementations of the exhaustible machines of nave gamificators, trivialising applications of game design elements that are denounced by their own more competent colleagues Auctor Cultura Essay In Literature Ludens Ludens Play For Sale

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    Almost two years ago, halfway through my doctoral course, i found myself in finland at the where, above all the big names in the field of game studies who spoke there (among which were aarseth, deterding, juul, and ), one thing was indelibly imprinted in my memory canadian sociologist bart simons characterisation of game studies as a true, undeniable bulwark of uselessness. Through the pervasive application of well-established game design techniques, the odds of the emergence of a panopticon is made to be accepted and indeed embraced through the bait of false playfulness have greatly increased. In this context, the most ethical purpose of play can be only and exactly to critique purposiveness itself, a critique which in its praxis comes in (at least) two flavors to create safe spaces for the emergence of practices and systems which purposes are not known yet and might never find one, and to strip existing practices of their current purpose For Sale Auctor Cultura Essay In Literature Ludens Ludens Play

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    And yet, this very waste of time and energy is the messy cultural terrain upon which new possible societal configurations are explored and experimented. Almost two years ago, halfway through my doctoral course, i found myself in finland at the where, above all the big names in the field of game studies who spoke there (among which were aarseth, deterding, juul, and ), one thing was indelibly imprinted in my memory canadian sociologist bart simons characterisation of game studies as a true, undeniable bulwark of uselessness. In the current historical-cultural moment, however, this bulwark finds itself attacked in its very anthropological root, that of play. What i call bulwark of uselessness is therefore the diverse set of cultural spaces and activities that are not devoted to profit and production and that indeed can work to resist them Sale Auctor Cultura Essay In Literature Ludens Ludens Play

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