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書誌情報:Fun, taste & games : an aesthetics of the idle, unproductive, and otherwise playful
John Sharp and David Thomas
Cambridge : MIT Press , 2019
1 online resource (256 p.)
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https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8648148
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書誌詳細
刊年2019
G/SMDリモートファイル
形態1 online resource (256 p.)
シリーズ名Playful thinking
注記Intro; Contents; On Thinking Playfully; Preface; I -- Finding the Fun; 1 -- The Search for Fun; Set-Outsideness; Ludic Forms; Ambiguity; II -- Fun; 2 -- Reclaiming Fun; 3 -- The Problem with Fun; The Language of Fun; How to Talk about Fun in a World without "Fun"; Fun en Español; The Scientific Pursuit of Fun; The Ambivalence of Fun; 4 -- Fun in the Age of Consumerism; Hedonic and Eudaimonic Experiences; Smaller Aesthetics; Fun in the Age of Consumerism; 5 -- The Aesthetic of Meaningful Choice; Computer Science; Cybernetics; Systems Dynamics; Game Theory; The Creation of the Aesthetic of Meaningful Choice
In Pursuit of First PrinciplesCodification and Education; Theorizing Games; Connecting the Dots; 6 -- Electric Kool-Aid Playground; III -- Taste; 7 -- Peeling Back the Layers of Taste; Choice of Games (Genre); Play Styles; Play Communities; Culture Reflects Back; 8 -- Monopoly, Taste, and Games; 9 -- Duchamp + Chess; 10 -- The Curious Case of Myst; 11 -- We the Gamers; Disaster Box Seats; Gamergate Gets Personal; The Monster Rises; The Blame Game; IV -- Games; 12 -- Fun in Games; 13 -- Coming to Terms with Basketball; 14 -- Making Friends in a Robot Playground; 15 -- Go East (or West or North or South); Notes
PrefaceChapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Chapter 11; Chapter 12; Chapter 13; Chapter 15; Bibliography; Index
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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
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Mode of access: World Wide Web
Print version record
URL:https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8648148(Abstract with links to resource)
出版国アメリカ合衆国
標題言語英語
本文言語英語
著者情報Sharp, John
Thomas, David
ISBN9780262351249(: electronic bk)
無効/取消ISBN9780262039352(: electronic bk)
件名LCSH:Games
LCSH:Amusements
LCSH:Play(Philosophy)
NCID8648148
IDENThttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8648148

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