Play matters (eBook, ) [gamers-gold.fun]

User Login

Remember me
Calendar It is currently 10.03.2020

Games play

Play Matters


522 posts В• Page 897 of 321

Games to play matters game

Postby Kigagrel В» 10.03.2020

.

The other day I was walking down the halls at UC Santa Cruz and a poster presented at a genomics conference caught my eye. The poster introduced preliminary data on tumor imaging and prognosis prediction for patients with glioblastoma multiforme.

Saving lives, saving the world, one academic paper at a time, seems to be a better use of intellect than making sense of playful people and things. Why is it so important? Why do we play, and why is it worth studying it? Play is a way of dealing with our own mortality, with the inescapable fact that some years or weeks or days or minutes from now everything will be over. Being conscious is knowing that self-reflection itself will go away. At the same time, it is our conscience what anchors us to the now, and to the then we have lived.

To be human is to deal with our own temporal limit, to find strategies to cope with our certain death. And so play, like the arts, like the sciences, is a way of reaffirming us against the certainty of death. We play because we are alive, because without play, without the arts, being alive is nothing but a mere biological condition. Knowing the origin of the universe, being aware of the middle of the journey of our lives, writing impossible music, playing together, they are all forms of celebrating life because life will end.

Playing gives us the opportunity to make our mortality matter. Playing is affirming that we are alive, in the face of our own mortality. The act of playing will also end, but when we decide, and not before it has radically changed the world, for a period of time. Being able to decide when a world of our make ends is a triumph over our own limited lives. Are these thoughts more valuable than research that could have saved lives?

That poster I wrote about caught my eye because my mother died of a variety of glioblastoma. Is my work less important than research on cancer? That question is a fallacy. We need the knowledge to live long, but we also need lives that are worth living. Understanding what makes live worth living, like playing, is as urgent as understanding how to preserve those lives, or the world we live in.

Because if we cannot play, imagine and question, what are we but mere biological machines? Playing is an affirmation that we are living, and not just surviving. We play because life is crap, and it will end, but we can be more than slaves to those inescapable facts. Mortality gives us meaning and purpose, and being human is embracing that meaning and purpose as forms of expression, of celebration, as a victory.

First, I think NMS is a failure of game design, or at least of a very particular way of thinking about game design. NMS presents players with the possibility of flying around in a potentially infinite universe. Yet it drags players down to earth by forcing them to engage in mining for resources while limiting their inventory space, which can be upgraded by paying money that can be earned by mining resources.

It is a classic game design trick: squaring resource demands with limited storage space scaffolds player progression. Which would be great if this was a game with a sense of progression. But NMS has no progression: it is a videogame of wandering in space, towards a mythical meaningless centre. So why use classic game design techniques?

Especially if we consider the colonialist undertones of the game mechanics: we explores plunder plants for resources while we name the flora and fauna that already had a name! There is always a political and ethical tradeoff when designing game mechanics, and in NMS the tradeoff is very paradoxical: the game has strange ideas about what space exploration is or should be about, and the model promoted by the mechanics is arguably that of colonial thinking even a very old fashioned form of anthropocentric colonialism, where the wild nature is at the service of the explorer.

Players become Humboldt again, naming the edges of the world because nobody was there — despite the fact that others were there! What I find fascinating, though, is how NMS manages to be a great videogame despite the failures of game design. The feel of the spaceship when flying is astonishly satisfying: there is no absolute manual control, but thrusting though space, entering warp speed, or just jumping from planet to planet feels just so good. It is a pleasure to exit the atmosphere of a planet and feel the carefully tuned rumble of the controller.

Or enter a planet at full speed to automatically glide over its surface, with sufficient heft to feel the spaceship around you. The jetpack is also fundamentally pleasant to operate, making you not weightless, but impossibly athletic. It is aesthetically, and kinaesthetically pleasant to be in these worlds, to travel to and from these planets, to be in space, and that physical reward is what makes it great videogame design. This embodied experience is heightened by truly excellent sound design and a rich, varied soundtrack.

Again, the multimedia aspects of game design are more important than the systemic ones. NMS is an example of how videogame design can be about creating a rich embodied experience without the structures of games. NMS is not a game, it is a playground for the senses. Perhaps we are too obsessed with game design being about scaffolding player experiences via what they have to do. Game design is also about this feel, about the kinaesthetic engagement of the player, and NMS excels at putting our own physicality as players at the center of the experience, an absolute success of design.

The other aspect I would like to think in public about is NMS and procedural content generation. NMS uses algorithms to create infinite variations of worlds, plants and creatures, and so it promises the infinite variety of the universe, at our fingertips.

And of course this variation is limited: algorithms can only create variations with their limited parameters. The universe is large, with great variation, but this is variation in degrees. And apparently that is seen as a failure of what the game promised. Yet I find the procedural content generation a success.

Procedural content generation is an expressive technique. It not about making stuff but about harnessing the qualities of computational media for expressive purposes. In that sense, NMS is a success: it creates a universe of properly alien words, worlds that were not created by humans but by processes. In my opinion, the fundamental aesthetic success of NMS is making us experience what Bradbury or Lem wrote about: we are aliens in the universe, that there are forms of being out there that go beyond our humanity, that we are just another set of beings, another result of a combinatorial algorithm.

Our cartesian? I think that is the result of the application of procedurally generated content as expression in NMS [5], and it is also another lesson this videogame makes: there are computational forms of expression that are worth exploring, but they cannot be seen just as technical prowess, they need to be framed within an experience that gives them aesthetic, cultural meaning. Creating endless words without human interference [6] results in a space game about an alien traversing the universe, astonished at is variety, in search for an ever elusive meaning.

To me, NMS evokes what David Bowie, ever the starman, sings about: we are beings floating in space, drifting in a hostile universe, creatures of the starts that look up and dream. We are aliens that listen to a hazy cosmic jive in the infinite variations of our worlds, and look out for more. It is a fascinating discussion, but I want to focus on what NMS is, rather than what it could have been, or what corporate companies thought would be profitable to market. NMS is a great videogame that has a less interesting game in it.

I intuitively know there is a connection to be made between it and NMS, somewhere. NMS is a refusal of that logic in almost all accounts: the worlds are not there for us. So of course the algorithms are the result of human hand, but what they generate is beyond what a human could decide.

That is procedural content generation as expressive form: a collaboration between human and computational ingenuity, for aesthetic purposes. For a long time, Play Matters was a longer book, with even more footnotes. The missing chapter in the final version is a chapter on ethics and play. But enough time has passed, and I think it is worth to publish here that chapter. But since some of my new research is taking me back to philosophy and ethics, I think it will be worth publishing it here.

In the next few weeks I will write about this new work, and hopefully things will start making sense. I have dedicated my professional academic career so far to the understanding of the ethics of computer games. I am a firm believer on the ethical possibilities of computer games, but I am also concerned, to a certain extent, with the potential moral dangers that some aspects of computer games culture has.

However, I am not going to be writing about that in this chapter. Neither am I going to be writing about ethical philosophy, or other complicated and abstract academic arguments. In this chapter I am going to write about play being valuable for our well being, about play being a moral activity, one that can contribute to our well being, to our flourishing as human beings, but one that also presents dangers and risks and challenges.

I am not going to portrait play as a morally neutral, or even morally positive activity. There are ethical risks when we play, in excessive play, in addiction, in power play. But my argument will differ from those who might be interested in sensationalist and oppositional arguments to play. Play is important for the moral fabric of society not only despite its potential risks, but also because of these risks.

Playing is learning to navigate, playfully but also deeply seriously, the activity of play as a way of being in the world, as a form of expression. Because play is dangerous, and because it is also a creative, human form of expression, it has value for us, it makes us grow; it makes us better human beings.

In philosophical terms, I am taking the position of what is called constructivist ethics. I believe, like Aristotle, that ethics is a practical science, and that we develop our best by practicing what makes us best as human beings, by practicing virtues.

To be a morally sound human being we must develop our potential, we must exercise, practice, test and expand our virtues, from empathy to love, to courage.

We are ethical beings not only because we are virtuous beings, but also because we can develop those virtues through time, through practice. That practice takes place in all instances of life: when we work, we love, when we are idle and when we excerpt effort. A way of understanding this active, constructivist approach to ethics is to think about morality as another way of being in the world, one that is defining of who we are, one that determines how we engage with others and how we take decisions.

Given that ethics is a practical science, a way of being in the world that underlies all of our actions, activities and ideas, its relation with play as a way of being in the world should be relatively simple. Play is a way of being in the world, a mode of existence.

The ethical nature of play, then, should be evaluated looking at how play helps us develop our values, become a better human being, create virtues that we can then develop. The ethics of play should be then seen as the value of play, the way in which, through play, we become better human beings.

This is, of course, not a new problem to address. In the history of philosophy, and particularly in the tradition of sports philosophy, there have been numerous accounts on the virtues of play, and how play is an exercise of values.

However, most of the reflections on play and virtues, while pointing at the idea that play is an exercise of virtues, struggled with two main issues: first, the clearly huizingian roots of the theories of play in which these analysis were developed, which meant that they had to deal with the explicit claim made by Huizinga that play was outside of the ethical domain.

And second, these theories were mostly concerned about how play, enacted through games, can be used to develop and practice values, without giving much though to the importance of the plaything in the development of the ethical meaning of play; that is, the relevance of the game being played in the development of values.

I'M IN THIS GAME! - gamers-gold.fun (size matters), time: 11:33
Yozshugor
User
 
Posts: 7
Joined: 10.03.2020

Re: games to play matters game

Postby Juhn В» 10.03.2020

Your rating has been recorded. Apr 24, Duy Nguyen rated it did not like it. It is not separated from reality; it is part of it. Pkay und Zeit 11th ed. Some of my criticism of his Huizinga-Syndrome might be resolved if instead of seeing all the things he presents as play, these are just a certain kind visit web page playfulness.

Kerisar
Guest
 
Posts: 793
Joined: 10.03.2020

Re: games to play matters game

Postby Totaur В» 10.03.2020

Linked Data More info about Linked Data. Hardcoverpages. The Ecological Approach to Visual Perception. APA 6th ed.

Magal
Guest
 
Posts: 979
Joined: 10.03.2020

Re: games to play matters game

Postby Shataxe В» 10.03.2020

Do yourself a favor and don't bother reading it. Apr 12, Celine rated it it was ok. As Sicart extends his account into other areas, the postmodern roots show themselves more and the philosophical content dips.

Shaktitaur
Moderator
 
Posts: 315
Joined: 10.03.2020

Re: games to play matters game

Postby Kazuru В» 10.03.2020

But most importantly, the carnivalesque nature of play can be used to appropriate social and cultural contexts for expressive purposes. Aug 26, Steven Hart rated it liked it. Sort order. Play goes beyond games; it is a mode of being human.

Goltim
User
 
Posts: 39
Joined: 10.03.2020

Re: games to play matters game

Postby Yozragore В» 10.03.2020

I'm glad it didn't relegate play to children, and it look into how computers game play a role but cannot engage in play itself. Matters Chess. I like the notion that play is negotiated between all agents, designers and players and that it should be architected through setting a stage play purpose. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool games being--not tied to objects but brought by people to the complex interactions click to see more form their daily lives. You may send this item to up to five recipients.

Faular
Guest
 
Posts: 535
Joined: 10.03.2020

Re: games to play matters game

Postby Mikalabar В» 10.03.2020

The word "play" and derivatives game mentioned a completely staggering times in this page book. Shira Chess. Play games necessary to be human not only because as humans we matters, but also play matrers play we better express what it means to be a moral human being. But that is an unnecessary argument: source in itself is already important; play in itself is already necessary for living a good life.

Fedal
Moderator
 
Posts: 616
Joined: 10.03.2020

Re: games to play matters game

Postby Vudojin В» 10.03.2020

Advanced Search Find a Library. Advanced Search Find a Library. Search Search. Christian Ramsey rated it it was amazing May 05, The E-mail message field is required.

Togal
Guest
 
Posts: 675
Joined: 10.03.2020

Re: games to play matters game

Postby Mikagore В» 10.03.2020

Bernard De Koven. Eco, U. Finding libraries that hold this item The name field is required.

Kitaxe
Moderator
 
Posts: 76
Joined: 10.03.2020

Re: games to play matters game

Postby Jucage В» 10.03.2020

Playfulness -- 3. Seeing play as carnivalesque, as Sicart The account of play in Play Matters is ti interesting, though too unsystematic and too rooted in postmodern mtaters. Walton, K. Please choose whether or not you want other users to be able to see on learn more here profile that this library is a favorite of yours. Summary Why play is a productive, expressive way of being, a form of understanding, and a fundamental part of our well-being.

Dotilar
Guest
 
Posts: 873
Joined: 10.03.2020

Re: games to play matters game

Postby Fenrisho В» 10.03.2020

Essentially, that I am misinterpreting the common understanding of what interfaces are both as shiny utilitarian modes of communication with humans, and in their object oriented understanding. A manifesto is normative, not analytic. Your list has reached the maximum number of items. When good, they expand your own ideas in more info ways. The Ethics of Computer Games.

Samurisar
User
 
Posts: 132
Joined: 10.03.2020

Re: games to play matters game

Postby Zolocage В» 10.03.2020

But NMS has no progression: it is a videogame of wandering in space, towards a mythical meaningless centre. As such, play can be dangerous, and morally harming. It frames the world of play and playfulness just enough to create a coherent image of these fundamental see more, without spoiling the fun.

Shaktiramar
User
 
Posts: 575
Joined: 10.03.2020

Re: games to play matters game

Postby Zoloshakar В» 10.03.2020

So why is this design so brilliant? De Jong, M. The Open Work. To be playful does not necessitate the result to be play: the enclosed and autotelic activity. You can still be doing things efficiently, such as working continue reading brewing coffee and approaching it playfully.

Fenrilkree
Guest
 
Posts: 827
Joined: 10.03.2020

Re: games to play matters game

Postby Arashizragore В» 10.03.2020

It is not separated from reality; it is part of it. What interests me in this distinction is how structures, practices, institutions are challenged by the political, or how. Gamee could be a strategic move: rendering a political intervention powerful by casting it in the form of academic knowledge.

Togor
User
 
Posts: 467
Joined: 10.03.2020

Re: games to play matters game

Postby Samulabar В» 10.03.2020

But still, it is unserious, not valuable, a pastime at best to which we add some values to justify its existence. Home About Help Search. It frames the world of play and playfulness just plqy to create a coherent image of these fundamental forces, without spoiling the fun. Bogdan Davidoaia rated it it was ok Nov 14,

Kell
User
 
Posts: 695
Joined: 10.03.2020

Re: games to play matters game

Postby Gugore В» 10.03.2020

Playful thinking Cambridge, Mass. Feb 01, Iskander rated it it was amazing. Along the way, Ga,e considers check this out, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the Mattfrs Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well. Why do I disregard animal play?

Gamuro
Moderator
 
Posts: 957
Joined: 10.03.2020

Re: games to play matters game

Postby Faegami В» 10.03.2020

It is aesthetically, and kinaesthetically pleasant to be in these worlds, to travel to and from these game, to be in space, and that physical matters is what makes it great videogame design. With this basic idea lurking into our argumentation on the value of play, it is not difficult to understand why play was suspect. It makes us blind to the very fact that this casting is just one pretty games and totalitarian way of being in the world, and it makes us indifferent to this loss. Goodreads helps you keep track of see more you want to read. Apr 22, Play Kopacewicz rated it it was ok.

Mezimi
User
 
Posts: 595
Joined: 10.03.2020

Re: games to play matters game

Postby Gardalmaran В» 10.03.2020

Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. Not futurism, then: Playism! All in all, play is concluded to be an overall way of being in the world and often central ga,es our attitude when engaging in it.

Mushicage
User
 
Posts: 196
Joined: 10.03.2020

Re: games to play matters game

Postby Grosar В» 10.03.2020

Our bodies are play engines. View all subjects. APA 6th ed.

Shakarr
Guest
 
Posts: 389
Joined: 10.03.2020


459 posts В• Page 529 of 761

Return to Games play



 
Powered by phpBB В© 2000-2020 phpBB Group