Details

Title: Fun, taste & games: an aesthetics of the idle, unproductive, and otherwise playful
Creators: Sharp John; Thomas David
Organization: IEEE Xplore (Online Service); MIT Press
Imprint: Cambridge, Massachusetts London, England: MIT Press, 2019
Collection: Электронные книги зарубежных издательств; Общая коллекция
Subjects: Games — Philosophy; Amusements — Philosophy; Play (Philosophy); компьютерные игры; эстетика развлечения; MIT Press eBooks Library
LBC: 77.563.4; 87.852.9
Document type: Other
File type: Other
Language: English
Rights: Доступ по паролю из сети Интернет (чтение, печать)
Record key: 8648148

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Annotation

Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games , John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games--the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues--from workplace bingo to Meow Wolf, from basketball to Myst , from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.

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