scholarly journals Between Subjectivity and Flourishing: Creativity and Game Design as Existential Meaning

2021 ◽  
pp. 155541202110480
Author(s):  
Tim Newsome-Ward ◽  
Jenna Ng

This article explores how the process of designing videogames may be meaningful–that is, accomplish a larger existential fulfilment or purpose. We use a reflective methodology which triangulates the creative practice of making a videogame with reflections both during and post-practice against philosophical ideas of meaningfulness. Two ideas of meaningfulness emerged. The first is the generative capacity of subjectivity, where meaningfulness is anchored to our investment as creators, as well as in the intertwining of personal histories, experiences and memories between reflection and action. The second is the flourishing of the self in terms of inner growth and self-discovery out of journeying inherent in the game design process. The significance of our enquiry is three-fold: to more holistically understand videogames as being meaningful, to present a reflective methodology to facilitate such understanding, and to more broadly consider videogames as an instantiation of how media is itself existential.

CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Author(s):  
Emanuela Dalmasso

In this chapter, Emanuela Dalmasso examines the self-discovery and challenges that Western women face when conducting interviews in the MENA region. She looks at three main processes. First, how to cope with only being recognized as a woman and not as a scholar. In practice how to reset, kindly but firmly, the boundaries of the interaction when research participants focus on gender identity instead of the professional one. Second, how to recognize respondents’ various misperceptions of researcher’s identity and how to react to them. Finally, how to understand respondents’ intersectionality by inquiring into practices, not just discourses.


2012 ◽  
Vol 2 (2) ◽  
pp. 75-89 ◽  
Author(s):  
Ricardo Javier Rademacher Mena

In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle’s online player types and Robert Caillois’ play complexity. This Extended Entertainment Grid is then analyzed, revealing an interesting synergy between both men’s ideas. The main work of this paper, the Updated Entertainment Grid, is then created as a result of this analysis. This grid can be used by teachers as an interesting introduction and application of these taxonomies, by researchers interested in better understanding digital games and their players, and by designers interested in using the grid as part of their game design process.


2016 ◽  
Vol 61 (2) ◽  
pp. 97-124 ◽  
Author(s):  
Sorin Gog

AbstractMy paper focuses on the shift in religious values in post-socialist Romania and explores the emergence of alternative spiritual beliefs and practices among the younger generations socialized during the post-communist period. It analyses some of the changes that occurred in the wider traditional religious field and looks at the various spiritualized technologies of the self that produce a distinctive type of religious subjectivity and an immanent ethics of authenticity. By departing from the idea of an integrated religious community and from the relational understanding of religious transformation, the field of alternative spiritualities operates a radical break with traditional religion and emphasizes the possibility of spiritual self-realization and self-discovery. It is this process of the individualizing sacralization of the self that constitutes the object of various workshops, blogs, personal and spiritual development literature, courses, spiritual retreats and counselling services. My research looks at how innovative technologies of the self are developed within these spaces that emphasize creativity, wellbeing and a new understanding of subjective interiority that learns how to find in itself the resources it needs to live in a spiritualized ontology of the present.2


2022 ◽  
Vol 7 (1) ◽  
pp. 243-263
Author(s):  
Mohd Fadhli Shah Khaidzir ◽  
Ruzy Suliza Hashim ◽  
Noraini Md. Yusof

Background and Purpose: The absence of psychogeographical awareness is a critical factor contributing to the lackadaisical attitudes towards the place and its environment. As a result, it enables an individual to fully experience a location, both physically and intellectually, while also gaining a feeling of self-discovery and self-realisation.   Methodology: The purpose of this study was to examine the responses of a group of individuals who participated in a field observation. 40 participants from a Malaysian university's foundation level were brought to Malacca to experience the environment's geographical scenery at their own leisure. The survey data was then manually transcribed and analysed in accordance with the study's aim.   Findings: Interactions with individuals and observation of features in the countryside and urban surroundings enabled participants to go on a psychogeographical journey that influenced their way of thinking and behaving. All participants felt that the journey had influenced their experiences and perspectives on their thinking and behaviour, highlighting the critical role of this notion in establishing the connection between place and self.   Contributions:  The findings of this study provide a solid foundation for future research in the field of psychogeography. The data may be used as a baseline for future studies to determine whether a comparable impact exists in other locations, with or without significant features like those found in Malacca.   Keywords: Psychogeography, place attachment, place meaning, self-discovery, Malacca.   Cite as: Khaidzir, M. F. S., Hashim, R. S., & Md. Yusof, N. (2022). Psychogeographical experience between the self and the place.  Journal of Nusantara Studies, 7(1), 243-263. http://dx.doi.org/10.24200/jonus.vol7iss1pp243-263


Author(s):  
Marierose Van Dooren ◽  
Valentijn Visch ◽  
Renske Spijkerman ◽  
Richard Goossens ◽  
Vincent Hendriks

Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interact with the game, which finally might enhance the aimed-for health effects of the game. However, the nature and effect of personalization have never been systematically studied, making assumptions regarding personalization ungrounded. In this literature review, we firstly provide a proposal of our Personalized Design Process-model, where personalization is defined as stakeholder involvement in the Problem Definition-, Product Design- and/or Tailoring Phase. Secondly, we conducted a systematic literature review on this model, focusing on health and its effects. In this review, 62 of the 2579 found studies were included. Analysis showed that a minority of the studies were of methodologically higher quality and some of these tested the health effect by contrasting tailored versus non-tailored games. Most studies involved stakeholders in the Tailoring Design Phase. Therefore, we conclude that involving stakeholders in the Tailoring Phase is valuable. However, to know if personalization is effective in the Product Design- and the Problem Definition Phase, more studies are needed.


2000 ◽  
Vol 9 (5) ◽  
pp. 448-462 ◽  
Author(s):  
José Pablo Zagal ◽  
Miguel Nussbaum ◽  
Ricardo Rosas

Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthroughs are finally allowing for the implementation of electronic multiplayer games. Because of the limited experience in electronic, multiplayer game design, it becomes necessary to adapt existing expertise in the area of single-player game design to the realm of multiplayer games. This work presents a model to support the initial steps in the design process of multiplayer games. The model is defined in terms of the characteristics that are both inherent and special to multiplayer games but also related to the relevant elements of a game in general. Additionally, the model is used to assist in the design of two multiplayer games. “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games …”


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