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2021, The LSP Magazine
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Transactions of the Digital Games Research Association, 2018
This paper deals with play as an important methodological issue when studying games as texts, and is intended as a practical methodological guide. After considering text as both the structuring object as well as its plural processual activations, we argue that different methodological considerations can turn the focus towards one of the two (without completely excluding the other). After outlining and synthesizing a broad range of existing research we move beyond the more general advice to be reflective about the type of players that we are, and explore two methodological considerations more concretely. First of all, we discuss the various considerations to have regarding the different choices to make when playing a game. Here we show how different instrumental and free strategies lay bare different parts of the game as object and/or process. Secondly, we consider how different contexts in which the game and the player exist, can function as different reference points for meaning co...
International Journal of Play, 2013
On the very first page of this volume the Editors outline their objective: ‘to provide a richer understanding of the concept and nature of play and its relation to human life and values, and to build disciplinary and paradigmatic bridges between scholars of philosophy and scholars of play’ . This review seeks to illuminate the key themes, discussions and bridges this fascinating collection of essays brings together
Complicity: An International Journal of Complexity and Education
Disrupting the linear by sit(t)ing their writing alongside, the authors site/cite play on/as a Deleuzoguattarian open plane -of immanence -through a play-full exploration of Play. They explore the notion of the back and forth motion between the known and the unknown, between safety and risk; thinking about play as circular hermeneutical movement, where one re-encounters an everchanging ocean with new understanding, created and enriched by past experiences. Resonating with these ideas, the authors present their own -play-fully, singularly and together -as a double-column juxtaposition, which in itself emerges from and merges with a Deleuzoguattarian plane of immanence, an open space whereby ideas about play and playing are played with. They work to think differently through encounters with/in an ever-changing ocean of outside forces, through flows of ideas within their thinking as they connect with each other and the literature, the ongoing question being: how might we think differently about play?
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
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In Douglas Rushkoff's recent work one frequently meets the implicit hope that juvenile videogame players, when they come of age, will assume a different attitude toward many things the previous generation accepted as given and never bothered to question as to their social legitimacy.
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