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Toys as Enablers for Self-producing Social Systems: Experienced Pleasure within Play

机译:玩具作为自我产生的社会系统的推动者:游戏中的体验乐趣

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摘要

Some games and toys seems to endure, develop and split into new games and toys, and further engage in their sub-forms. Football is one example, which is a game that has spread around the world, and been hybridized by culture and individual influence (Giulianotti, 2000; J. Tangen, 2004). Thus, there is something about games like football worth analyzing within the research on pleasure and pleasurable products. This paper aims to disclose and define systems of expectations particular to games, specifically football, in order to find general properties in games that engender feelings of pleasure, which can be infused in the designing of other games and toys. The turning points for the discussion in this article are the pleasurable dimensions within games (i. e., football) and pleasure in play in general. The aim of this research was to disclose the aspects of football related to pleasure by way of a theoretical analysis of the framework of autopoietic or self-producing social systems of interaction, a term coined by Niklas Luhmann, and play. This study shows that the intersection between the unknown and expectation seems to form a potential for new experiences that elicit flow, challenges and pleasure. This results in contexts that enable numerous possible behaviors as a result of emerging social sub-systems generated by a central system. Based on the findings, this study suggests that when designing toys it might be beneficial to create a basis for play, which consists of a complex system that includes play-space, rules, variability of use and strategy in which the users themselves can expand, build and alter. This study reflects implications for toy designers to utilize the dimensions of pleasure engendered by the analysis of football in light of autopoiesis.
机译:一些游戏和玩具似乎可以忍受,发展并分解为新的游戏和玩具,并进一步参与其子形式。足球就是一个例子,它是一种已经传播到世界各地的游戏,并且由于文化和个人影响而混杂在一起(Giulianotti,2000; J.Tangen,2004)。因此,对于足球这样的游戏,在娱乐性和愉悦性产品的研究中值得分析。本文旨在公开和定义特定于游戏(尤其是足球)的期望系统,以便在游戏中找到能够带来愉悦感的一般属性,并将其引入其他游戏和玩具的设计中。本文讨论的转折点是游戏(即足球)中的愉悦维度和一般的游戏乐趣。这项研究的目的是通过对自生或自我产生的社会互动系统(尼古拉斯·卢曼(Niklas Luhmann)创造和玩耍的术语)的框架进行理论分析,从而揭示与愉悦相关的足球方面。这项研究表明,未知与期望之间的交集似乎形成了引发流动,挑战和愉悦的新体验的潜力。由于中央系统产生了新兴的社会子系统,因此产生了导致多种可能行为的环境。根据调查结果,这项研究表明,在设计玩具时,可能会创建一个游戏基础,该游戏基础是一个复杂的系统,其中包括游戏空间,规则,使用可变性和用户自己可以扩展的策略,建立和修改。这项研究反映了对玩具设计师的意义,即利用汽车根据自足性进行足球分析所带来的愉悦感。

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