Homo Ludens

A Study of the Play-element in Culture

Author: Huizinga

Publisher: N.A

ISBN: 9780415487559

Category: Social Science

Page: 272

View: 9332

First published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.
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Homo Ludens

A Study of the Play-element in Culture

Author: Johan Huizinga

Publisher: Beacon Press

ISBN: 9780807046814

Category: History

Page: 220

View: 6333

A Study of the Play-Element in Culture
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Homo Ludens in the Loop

Playful Human Computation Systems

Author: Markus Krause

Publisher: tredition

ISBN: 3849592073

Category: Philosophy

Page: 232

View: 1504

The human mind is incredible. It solves problems with ease that will elude machines even for the next decades. This book explores what happens when humans and machines work together to solve problems machines cannot yet solve alone. It explains how machines and computers can work together and how humans can have fun helping to face some of the most challenging problems of artificial intelligence. In this book, you will find designs for games that are entertaining and yet able to collect data to train machines for complex tasks such as natural language processing or image understanding. You will also find concepts and solutions for some of the various challenges of these games.
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Man, Play, and Games

Author: Roger Caillois,Meyer Barash

Publisher: University of Illinois Press

ISBN: 9780252070334

Category: Games

Page: 208

View: 5531

Play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." It is also an essential element of human social and spiritual development. In this study, Roger Caillois defines play as a voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Within limits set by rules that provide a level playing field, players move toward an unpredictable outcome by responding to their opponents' actions. Caillois qualifies types of games and ways of playing, from the improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. He also examines the means by which games become part of daily life, ultimately giving cultures their most characteristic customs and institutions.
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Homo Ludens Ils 86

Author: J. Huizinga

Publisher: Routledge

ISBN: 1317834054

Category: Social Science

Page: 232

View: 1008

First published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.
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Play Matters

Author: Miguel Sicart

Publisher: MIT Press

ISBN: 0262325969

Category: Games

Page: 176

View: 3749

What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? 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. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being--not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, 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 1986 World 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.
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Sport and Modern Social Theorists

Author: R. Giulianotti

Publisher: Springer

ISBN: 0230523188

Category: Sports & Recreation

Page: 252

View: 5323

Sport and Modern Social Theorists is an innovative and exciting new collection. The chapters are written by leading social analysts of sport from across the world, and examine the contributions of major social theorists towards our critical understanding of modern sport. Social theorists under critical examination include Marx, Weber, Durkheim, Adorno, Gramsci, Habermas, Merton, C.Wright Mills, Goffman, Giddens, Elias, Bourdieu and Foucault. This book will appeal to students and scholars of sport studies, cultural studies, modern social theory, and to social scientists generally.
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Gaming

Essays on Algorithmic Culture

Author: Alexander R. Galloway

Publisher: U of Minnesota Press

ISBN: 1452908680

Category: Social Science

Page: 143

View: 4643

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
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Nonrequired Reading

Prose Pieces

Author: Wislawa Szymborska

Publisher: Houghton Mifflin Harcourt

ISBN: 0544618858

Category: Literary Criticism

Page: 256

View: 6602

Wislawa Szymborska's poems are admired around the world, and her unsparing vision, tireless wit, and deep sense of humanity are cherished by countless readers. Unknown to most of them, however, Szymborska also worked for several decades as a columnist, reviewing a wide variety of books under the unassuming title "Nonrequired Reading." As readers of her poems would expect, the short prose pieces collected here are anything but ordinary. Reflecting the author's own eclectic tastes and interests, the pretexts for these ruminations range from books on wallpapering, cooking, gardening, and yoga, to more lofty volumes on opera and world literature. Unpretentious yet incisive, these charming pieces are on a par with Szymborska's finest lyrics, tackling the same large and small questions with a wonderful curiosity.
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Erasmus and the Age of Reformation

Author: Johan Huizinga

Publisher: Wipf and Stock Publishers

ISBN: 1608999505

Category: Religion

Page: 208

View: 3460

Desiderius Erasmus (ca. 1466 - 1536), the illegitimate child of a Rotterdam priest and a physician's daughter, grew up to become the greatest figure in the northern Renaissance and one of the most celebrated men in Europe--a scholar of such vast learning, sacred and secular, that both royalty and universities petitioned for his services. In this painstakingly researched and well-written biography, a noted scholar traces the life and works of Erasmus from the depths of monastic obscurity to his prominent role as one of the leading humanists of the day, and a central figure of the Reformation. We learn of Erasmus's childhood and early youth, his years as an itinerant scholar, his sojourns in France, England, Switzerland, and Italy, his close friendship with Sir Thomas More, and his theological disputations with Martin Luther. The author provides in-depth analysis of Erasmus' mind and character, and perceptive discussions of his writings, including the 1509 Lucianic satire In Praise of Folly (in the Latin, Encomin moriae, a punning allusion to More, with whom Erasmus was staying when he wrote it), which turned out to be one of his most popular and enduring works. Huizinga also discusses Erasmus' extremely influential (though controversial) translation of the New Testament from Greek into elegant Latin, which provided theologians with a much more accurate text than had previously been available. A thinker of timeless relevance, Erasmus, through his writings, exercised enormous influence on subsequent Western thought and culture. This edition of Johan Huizinga's classic biography is sure to appeal to students, scholars, and general readers.
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Wonderland

How Play Made the Modern World

Author: Steven Johnson

Publisher: Penguin

ISBN: 0399184503

Category: History

Page: 336

View: 523

“A house of wonders itself. . . . Wonderland inspires grins and well-what-d'ya-knows” —The New York Times Book Review From the New York Times–bestselling author of How We Got to Now and Where Good Ideas Come From, a look at the world-changing innovations we made while keeping ourselves entertained. This lushly illustrated history of popular entertainment takes a long-zoom approach, contending that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Steven Johnson argues that, throughout history, the cutting edge of innovation lies wherever people are working the hardest to keep themselves and others amused. Johnson’s storytelling is just as delightful as the inventions he describes, full of surprising stops along the journey from simple concepts to complex modern systems. He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows. In Wonderland, Johnson compellingly argues that observers of technological and social trends should be looking for clues in novel amusements. You’ll find the future wherever people are having the most fun.
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Play, Performance, and Identity

How Institutions Structure Ludic Spaces

Author: Matt Omasta,Drew Chappell

Publisher: Routledge

ISBN: 1317703243

Category: Art

Page: 180

View: 5656

Play helps define who we are as human beings. However, many of the leisurely/ludic activities people participate in are created and governed by corporate entities with social, political, and business agendas. As such, it is critical that scholars understand and explicate the ideological underpinnings of played-through experiences and how they affect the player/performers who engage in them. This book explores how people play and why their play matters, with a particular interest in how ludic experiences are often constructed and controlled by the interests of institutions, including corporations, non-profit organizations, government agencies, religious organizations, and non-governmental organizations (NGOs). Each chapter explores diverse sites of play. From theme parks to comic conventions to massively-multiplayer online games, they probe what roles the designers of these experiences construct for players, and how such play might affect participants' identities and ideologies. Scholars of performance studies, leisure studies, media studies and sociology will find this book an essential reference when studying facets of play.
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Playful Identities

The Ludification of Digital Media Cultures

Author: Valerie Frissen,Michiel de Lange

Publisher: Amsterdam University Press - M

ISBN: 9789089646392

Category: Art

Page: 363

View: 1398

In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
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Temptation in the Archives

Essays in Golden Age Dutch Culture

Author: Lisa Jardine

Publisher: UCL Press

ISBN: 1910634093

Category: History

Page: 160

View: 5938

Temptation in the Archives is a collection of essays by Lisa Jardine, that takes readers on a journey through the Dutch Golden Age. Through the study of such key figures as Sir Constantjin Huygens, a Dutch polymath and diplomat, we begin to see the Anglo-Dutch cultural connections that formed during this period against the backdrop of unfolding political events in England.Temptation in the Archives paints a picture of a unique relationship between the Netherlands and England in the 17th century forged through a shared experience – and reveals the lessons we can learn from it today.
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Contemporary Homo Ludens

Author: Halina Mielicka-Pawłowska

Publisher: Cambridge Scholars Publishing

ISBN: 1443898104

Category:

Page: 395

View: 1855

Play allows the fulfilment of one’s dreams, yet also teaches subjugation to the norms governing daily life. Furthermore, traditional forms of play, transmitted from one generation to another, guarantee a culture’s continuance and perpetuation in time. Contemporary forms of play integrate a populace, creating a specific community of laughter which places a high value on individuality and the ability to lead social games. Play invalidates social divisions, but also diversifies behaviours through the introduction of changes in the rules, depending on the age of those engaged. Furthermore, it adapts to the forms by which social reality is created, as well as that reality’s goals, which, in turn, impart sense and meaning to something which, of its own nature, seems deprived thereof.
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Deep Play

Author: Diane Ackerman

Publisher: Vintage

ISBN: 0307763331

Category: Philosophy

Page: 256

View: 5706

With A Natural History of the Senses, Diane Ackerman let her free-ranging intellect loose on the natural world. Now in Deep Play she tackles the realm of creativity, by exploring one of the most essential aspects of our characters: the abitlity to play. "Deep play" is that more intensified form of play that puts us in a rapturous mood and awakens the most creative, sentient, and joyful aspects of our inner selves. As Ackerman ranges over a panoply of artistic, spiritual, and athletic activities, from spiritual rapture through extreme sports, we gain a greater sense of what it means to be "in the moment" and totally, transcendentally human. Keenly perceived and written with poetic exuberance, Deep Play enlightens us by revealing the manifold ways we can enhance our lives. From the Trade Paperback edition.
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Rooting for the Home Team

Author: Daniel A. Nathan

Publisher: University of Illinois Press

ISBN: 0252094859

Category: Sports & Recreation

Page: 248

View: 9244

Rooting for the Home Team examines how various American communities create and maintain a sense of collective identity through sports. Looking at large cities such as Chicago, Baltimore, and Los Angeles as well as small rural towns, suburbs, and college towns, the contributors consider the idea that rooting for local athletes and home teams often symbolizes a community's preferred understanding of itself, and that doing so is an expression of connectedness, public pride and pleasure, and personal identity. Some of the wide-ranging essays point out that financial interests also play a significant role in encouraging fan bases, and modern media have made every seasonal sport into yearlong obsessions. Celebrities show up for big games, politicians throw out first pitches, and taxpayers pay plenty for new stadiums and arenas. The essays in Rooting for the Home Team cover a range of professional and amateur athletics, including teams in basketball, football, baseball, and even the phenomenon of no-glove softball. Contributors are Amy Bass, Susan Cahn, Mark Dyreson, Michael Ezra, Elliott J. Gorn, Christopher Lamberti, Allison Lauterbach, Catherine M. Lewis, Shelley Lucas, Daniel A. Nathan, Michael Oriard, Carlo Rotella, Jaime Schultz, Mike Tanier, David K. Wiggins, and David W. Zang.
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Homo ludens, homo aestheticus

the transformation of "free play" in the rise of literary criticism

Author: Nancy Webb Kelly

Publisher: N.A

ISBN: N.A

Category:

Page: 674

View: 9818

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Philosophical Perspectives on Play

Author: Malcolm MacLean,Wendy Russell,Emily Ryall

Publisher: Routledge

ISBN: 1317554310

Category: Education

Page: 224

View: 1514

Philosophical Perspectives on Play builds on the disciplinary and paradigmatic bridges constructed between the study of philosophy and play in The Philosophy of Play (Routledge, 2013) to develop a richer understanding of the concept and nature of play and its relation to human life and value. Made up of contributions from leading international thinkers and inviting readers to explore the presumptions often attached to play and playfulness, the book considers ways that play in ‘virtual’ and ‘real’ worlds can inform understandings of each, critiquing established norms and encouraging scepticism about the practice and experience of play. Organised around four central themes -- play(ing) at the limits, aesthetics, metaphysics/ontology and ethics -- the book extends and challenges notions of play by drawing on issues emerging in sport, gaming, literature, space and art, with specific attention paid to disruption and danger. It is intended to provide scholars and practitioners working in the spheres of play, education, games, sport and related subjects with a deeper understanding of philosophical thought and to open dialogue across these disciplines.
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