Play Beyond Flow

Play Beyond Flow

Author: Brian Schrank

Publisher:

Published: 2010

Total Pages:

ISBN-13:

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Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situationists, the work of Pollock or Brecht, Dada, or the Russian Formalists. For example, historical avant-garde painters played with perspectival space (and its traditions), rather than only within those grid-like spaces. This is similar in some ways to how game artists play with flow (and player expectations of it), rather than advancing flow as the popular and academic ideal. Videogames are not only an advanced product of technoculture, but are the space in which technoculture conventionalizes play. This makes them a fascinating site to unwork and rethink the protocols and rituals that rule technoculture. It is the audacity of imagining certain videogames as avant-garde (from the perspective of mainstream consumers and art academics alike) that makes them a good candidate for this critical experiment.


Avant-garde Videogames

Avant-garde Videogames

Author: Brian Schrank

Publisher: MIT Press

Published: 2014-04-18

Total Pages: 231

ISBN-13: 0262027143

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An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.


Against Flow

Against Flow

Author: Braxton Soderman

Publisher: MIT Press

Published: 2021-04-13

Total Pages: 329

ISBN-13: 0262045508

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A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.


Flow

Flow

Author: Mihaly Csikszent

Publisher: Harper Collins

Published: 1991-03-13

Total Pages: 322

ISBN-13: 0060920432

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An introduction to "flow," a new field of behavioral science that offers life-fulfilling potential, explains its principles and shows how to introduce flow into all aspects of life, avoiding the interferences of disharmony.


Tools of Titans

Tools of Titans

Author: Timothy Ferriss

Publisher: Houghton Mifflin

Published: 2017

Total Pages: 739

ISBN-13: 1328683788

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"Fitness, money, and wisdom--here are the tools. Over the last two years ... Tim Ferriss has collected the routines and tools of world-class performers around the globe. Now, the distilled notebook of tips and tricks that helped him double his income, flexibility, happiness, and more is available as Tools of Titans"--Page 4 of cover.


Educating Young Children: A Lifetime Journey into a Froebelian Approach

Educating Young Children: A Lifetime Journey into a Froebelian Approach

Author: Tina Bruce

Publisher: Routledge

Published: 2019-06-13

Total Pages: 704

ISBN-13: 1317330285

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In the World Library of Educationalists international experts compile career-long collections of what they judge to be their most significant pieces – excerpts from books, key articles, salient research findings, major theoretical and practical contributions – so the world can read them in a single, manageable volume. Readers will be able to follow the themes and strands and see how their work contributes to the development of the field. Educating Young Children: A Lifetime Journey into a Froebelian Approach draws together Professor Tina Bruce CBE’s most prominent writings from her accomplished 40-year international career in education centred on the Froebelian tradition. Chosen to illustrate the changes that have occurred in Professor Bruce’s thinking and practices over the last four decades, carefully selected readings address key Froebelian themes such as literacy, play, inclusion and creativity. Short introductions are provided for each chapter and excerpt, helping readers to understand the significance of what is presented and explaining how this relates to other chapters in the book. Including chapters from Tina Bruce’s best-selling books and articles, as well as leading journals, this collection offers a unique commentary on some of the most important issues in Early Childhood Education over the last four decades; it will be engaging and inspiring reading for anyone interested in the development and state of early years education in the UK and internationally.


Locally Played

Locally Played

Author: Benjamin Stokes

Publisher: MIT Press

Published: 2020-04-07

Total Pages: 287

ISBN-13: 0262356937

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How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.


Play as Context

Play as Context

Author: Association for the Anthropological Study of Play. Meeting

Publisher: Scribner Book Company

Published: 1981

Total Pages: 312

ISBN-13:

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Spiele, Theorie, Definitionen, Philosophie, Ritual, Kind, Humor.