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The Game of Inventing: Ludic Heuristics, Ontological Play, and Pleasurable Research

机译:发明游戏:疯狂的启发式,本体论游戏和愉悦的研究

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Everyone plays games, but very few of us have experience in creating games. Children are taught simple folk-games like Tag and The Floor is Lava but rarely graduate on into creating their own unique experiences through invented games. This proposal positions games as a culturally relevant medium that often suffers from players inability to understand the motivations and purpose behind a game’s creation. Drawing on examples from diverse fields such as visual design, leisure studies, human-computer interaction, and multimodal composition, this chapter examines the potential for the development of “ludic heuristics” which allow composers and rhetors to both create and analyze games and play through the process of inventing their own games. This heuristic breaks down games into three components: their materials, limits, and goals. An ontological understanding of the objects, affordances, and motivations for playing a game can then be used to analyze existing games with the ultimate goal of having students create their own serious or persuasive games. As scholars such as Rebekah Schultz Colby (2017) have noted, there is a push to use digital and board games in the classroom, though there is very little established in terms of actual implementation, best practice, and pedagogical foundation for the inclusion of games. This chapter analyzes the possibilities for developing new invention practices for creating games that go beyond cloning and imitation. While the field of rhetoric has a long history of using innovative methods applied to grammar (Christensen, 1963), reappropriation and remix (Palmeri, 2012), and style (Lanham, 2006), there is little research on the application of heuristics to develop play both as an end and as a means in composing multimodal texts. This chapter argues that a framework of materials, limits, and goals lead to the development of a ludic heuristic which can then be used to produce games which model systems, produce arguments, and express beliefs.
机译:每个人都在玩游戏,但是我们当中很少有人有创造游戏的经验。教给孩子们简单的民间游戏,例如Tag和The Floor is Lava,但很少有人尝试通过发明游戏来创造自己的独特体验。这项提案将游戏定位为一种与文化相关的媒介,常常使玩家无法理解游戏创作背后的动机和目的。本章利用来自视觉设计,休闲研究,人机交互和多模式组合等各个领域的示例,探讨了“启发式启发式”方法的发展潜力,这种方法使作曲家和修辞者既可以创建和分析游戏,也可以通过游戏进行游戏。发明自己的游戏的过程。这种启发式将游戏分为三个部分:材料,限制和目标。然后可以使用对游戏的对象,能力和动机的本体理解来分析现有游戏,其最终目标是让学生创建自己的严肃或有说服力的游戏。正如Rebekah Schultz Colby(2017)之类的学者指出的那样,尽管在实际实施,最佳实践和纳入游戏的教学基础方面建立得很少,但人们仍在推动在教室中使用数字和棋盘游戏。 。本章分析了开发新的发明实践的可能性,以创造超越克隆和模仿的游戏。修辞学领域在将创新方法应用于语法(Christensen,1963),重新分配和混音(Palmeri,2012)和风格(Lanham,2006)方面有着悠久的历史,但关于启发式方法的应用研究很少。作为组成多模式文本的目的和手段。本章认为,材料,限制和目标的框架会导致荒谬的启发式方法的发展,然后可将其用于产生模拟系统,产生论点和表达信念的游戏。

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