Author: Brian Upton
Publisher: MIT Press
ISBN: 0262542633
Category : Games & Activities
Languages : en
Pages : 335
Book Description
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 Aesthetic of Play
Author: Brian Upton
Publisher: MIT Press
ISBN: 0262542633
Category : Games & Activities
Languages : en
Pages : 335
Book Description
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.
Publisher: MIT Press
ISBN: 0262542633
Category : Games & Activities
Languages : en
Pages : 335
Book Description
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.
Dionysus Reborn
Author: Mihai Spariosu
Publisher: Cornell University Press
ISBN: 1501746286
Category : Philosophy
Languages : en
Pages : 337
Book Description
Mihai Spariosu here explores the significance of the closely linked concepts of play and aestheticism in philosophical and scientific discourse since the end of the eighteenth century. Spariosu points out that since its birth in archaic and classical Hellenic thought the concept of play has always been subject to the influences of various rational and prerational sets of values. Spariosu maintains that there have been not one but two major modern concepts of aestheticism: artistic aestheticism, related to a prerational mentality and introduced in modern thought by Schopenhauer and Nietzsche; and philosophicalscientific aestheticism, initiated by Kant and Schiller and shaped by rationalism. According to Spariosu, the first has often arisen in response to the attempts of philosophy and science to impose their standards on art, and the second has often been called on to deal with the epistemological crises that periodically shake these disciplines. Spariosu also looks closely at some of the play concepts that surface in modern science in connection with the Darwinian theory of evolution and the play of scientific discourse itself, as exemplified by the new physics and the contemporary philosophy of science. A penetrating and cogently argued book, Dionysus Reborn will be welcomed by readers interested in Continental philosophy, scientific discourse, and the aesthetics of play, including literary theorists, comparatists, philosophers, intellectual historians, and social scientists.
Publisher: Cornell University Press
ISBN: 1501746286
Category : Philosophy
Languages : en
Pages : 337
Book Description
Mihai Spariosu here explores the significance of the closely linked concepts of play and aestheticism in philosophical and scientific discourse since the end of the eighteenth century. Spariosu points out that since its birth in archaic and classical Hellenic thought the concept of play has always been subject to the influences of various rational and prerational sets of values. Spariosu maintains that there have been not one but two major modern concepts of aestheticism: artistic aestheticism, related to a prerational mentality and introduced in modern thought by Schopenhauer and Nietzsche; and philosophicalscientific aestheticism, initiated by Kant and Schiller and shaped by rationalism. According to Spariosu, the first has often arisen in response to the attempts of philosophy and science to impose their standards on art, and the second has often been called on to deal with the epistemological crises that periodically shake these disciplines. Spariosu also looks closely at some of the play concepts that surface in modern science in connection with the Darwinian theory of evolution and the play of scientific discourse itself, as exemplified by the new physics and the contemporary philosophy of science. A penetrating and cogently argued book, Dionysus Reborn will be welcomed by readers interested in Continental philosophy, scientific discourse, and the aesthetics of play, including literary theorists, comparatists, philosophers, intellectual historians, and social scientists.
Works of Game
Author: John Sharp
Publisher: MIT Press
ISBN: 0262029073
Category : Games & Activities
Languages : en
Pages : 157
Book Description
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.
Publisher: MIT Press
ISBN: 0262029073
Category : Games & Activities
Languages : en
Pages : 157
Book Description
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.
Games
Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253
Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253
Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Situational Game Design
Author: Brian Upton
Publisher: CRC Press
ISBN: 131539801X
Category : Computers
Languages : en
Pages : 129
Book Description
Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
Publisher: CRC Press
ISBN: 131539801X
Category : Computers
Languages : en
Pages : 129
Book Description
Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
The Aesthetic Imperative
Author: Peter Sloterdijk
Publisher: John Wiley & Sons
ISBN: 074569988X
Category : Philosophy
Languages : en
Pages : 344
Book Description
In this wide-ranging book, renowned philosopher and cultural theorist Peter Sloterdijk examines art in all its rich and varied forms: from music to architecture, light to movement, and design to typography. Moving between the visible and the invisible, the audible and the inaudible, his analyses span the centuries, from ancient civilizations to contemporary Hollywood. With great verve and insight he considers the key issues that have faced thinkers from Aristotle to Adorno, looking at art in its relation to ethics, metaphysics, society, politics, anthropology and the subject. Sloterdijk explores a variety of topics, from the Greco-Roman invention of postcards to the rise of the capitalist art market, from the black boxes and white cubes of modernism to the growth of museums and memorial culture. In doing so, he extends his characteristic method of defamiliarization to transform the way we look at works of art and artistic movements. His bold and original approach leads us away from the well-trodden paths of conventional art history to develop a theory of aesthetics which rejects strict categorization, emphasizing instead the crucial importance of individual subjectivity as a counter to the latent dangers of collective culture. This sustained reflection, at once playful, serious and provocative, goes to the very heart of Sloterdijk’s enduring philosophical preoccupation with the aesthetic. It will be essential reading for students and scholars of philosophy and aesthetics and will appeal to anyone interested in culture and the arts more generally.
Publisher: John Wiley & Sons
ISBN: 074569988X
Category : Philosophy
Languages : en
Pages : 344
Book Description
In this wide-ranging book, renowned philosopher and cultural theorist Peter Sloterdijk examines art in all its rich and varied forms: from music to architecture, light to movement, and design to typography. Moving between the visible and the invisible, the audible and the inaudible, his analyses span the centuries, from ancient civilizations to contemporary Hollywood. With great verve and insight he considers the key issues that have faced thinkers from Aristotle to Adorno, looking at art in its relation to ethics, metaphysics, society, politics, anthropology and the subject. Sloterdijk explores a variety of topics, from the Greco-Roman invention of postcards to the rise of the capitalist art market, from the black boxes and white cubes of modernism to the growth of museums and memorial culture. In doing so, he extends his characteristic method of defamiliarization to transform the way we look at works of art and artistic movements. His bold and original approach leads us away from the well-trodden paths of conventional art history to develop a theory of aesthetics which rejects strict categorization, emphasizing instead the crucial importance of individual subjectivity as a counter to the latent dangers of collective culture. This sustained reflection, at once playful, serious and provocative, goes to the very heart of Sloterdijk’s enduring philosophical preoccupation with the aesthetic. It will be essential reading for students and scholars of philosophy and aesthetics and will appeal to anyone interested in culture and the arts more generally.
Fun, Taste & Games
Author: John Sharp
Publisher:
ISBN: 9780262351249
Category : Amusements
Languages : en
Pages : 256
Book Description
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.
Publisher:
ISBN: 9780262351249
Category : Amusements
Languages : en
Pages : 256
Book Description
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.
Figures of Possibility
Author: Niklaus Largier
Publisher: Cultural Memory in the Present
ISBN: 9781503630437
Category : Literary Criticism
Languages : en
Pages : 312
Book Description
From medieval contemplation to the early modern cosmopoetic imagination, to the invention of aesthetic experience, to 19th century decadent literature, and to early 20th century essayistic forms of writing and film, Niklaus Largier shows that mystical practices have been reinvented across the centuries, generating a notion of possibility with unexpected critical potential. Arguing for a new understanding of mystical experience, Niklaus Largier foregrounds the ways in which devotion builds on experimental practices of figuration in order to shape perception, emotions, and thoughts anew. Largier illuminates how devotional practices are invested in the creation of possibilities, and this investment has been a key element in a wide range of experimental engagements in literature and art from the 17th to the 20th century, and most recently in forms of 'new materialism.' Read as a history of the senses and emotions, the book argues that mystical and devotional practices have long been invested in the modulating and reconfiguring of sensation, affects, and thoughts. Read as a book about practices of figuration, it questions ordinary protocols of interpretation in the humanities, and the priority given to a hermeneutic understanding of texts and cultural artefacts.
Publisher: Cultural Memory in the Present
ISBN: 9781503630437
Category : Literary Criticism
Languages : en
Pages : 312
Book Description
From medieval contemplation to the early modern cosmopoetic imagination, to the invention of aesthetic experience, to 19th century decadent literature, and to early 20th century essayistic forms of writing and film, Niklaus Largier shows that mystical practices have been reinvented across the centuries, generating a notion of possibility with unexpected critical potential. Arguing for a new understanding of mystical experience, Niklaus Largier foregrounds the ways in which devotion builds on experimental practices of figuration in order to shape perception, emotions, and thoughts anew. Largier illuminates how devotional practices are invested in the creation of possibilities, and this investment has been a key element in a wide range of experimental engagements in literature and art from the 17th to the 20th century, and most recently in forms of 'new materialism.' Read as a history of the senses and emotions, the book argues that mystical and devotional practices have long been invested in the modulating and reconfiguring of sensation, affects, and thoughts. Read as a book about practices of figuration, it questions ordinary protocols of interpretation in the humanities, and the priority given to a hermeneutic understanding of texts and cultural artefacts.
The Aesthetics of Videogames
Author: Jon Robson
Publisher: Routledge
ISBN: 1351809458
Category : Philosophy
Languages : en
Pages : 375
Book Description
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.
Publisher: Routledge
ISBN: 1351809458
Category : Philosophy
Languages : en
Pages : 375
Book Description
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.
The Aesthetic Value of the World
Author: Tom Cochrane
Publisher: Oxford University Press
ISBN: 0192665073
Category : Philosophy
Languages : en
Pages : 293
Book Description
In The Aesthetic Value of the World, Tom Cochrane defends Aestheticism, the claim that everything is aesthetically valuable and that a life lived in pursuit of aesthetic value can be a particularly good one. Furthermore, in distilling aesthetic qualities, artists have a special role to play in teaching us to recognize values; a critical component of virtue. Cochrane grounds his account upon an analysis of aesthetic value as 'objectified final value', which is underwritten by an original psychological claim that all aesthetic values are distal versions of practical values. This is followed by systematic accounts of beauty, sublimity, comedy, drama, and tragedy, as well as appendix entries on the cute, the cool, the kitsch, the uncanny, the horrific, the erotic, and the furious.
Publisher: Oxford University Press
ISBN: 0192665073
Category : Philosophy
Languages : en
Pages : 293
Book Description
In The Aesthetic Value of the World, Tom Cochrane defends Aestheticism, the claim that everything is aesthetically valuable and that a life lived in pursuit of aesthetic value can be a particularly good one. Furthermore, in distilling aesthetic qualities, artists have a special role to play in teaching us to recognize values; a critical component of virtue. Cochrane grounds his account upon an analysis of aesthetic value as 'objectified final value', which is underwritten by an original psychological claim that all aesthetic values are distal versions of practical values. This is followed by systematic accounts of beauty, sublimity, comedy, drama, and tragedy, as well as appendix entries on the cute, the cool, the kitsch, the uncanny, the horrific, the erotic, and the furious.