The Game Metaphor

2021 ◽  
pp. 15-33
Author(s):  
David W. Russell
Keyword(s):  
2018 ◽  
Vol 35 ◽  
pp. 40-68
Author(s):  
Bob Tarantino

This article proposes the “rules mutable game” as a metaphor for understanding the operation of copyright reform. Using the game of Calvinball (created by artist Bill Watterson in his long-running comic strip Calvin & Hobbes) as an illustrative device, and drawing on public choice theory’s account of how political change is effected by privileged interests, the article explores how the notion of a game in which players can modify the rules of the game while it is being played accounts for how users are often disadvantaged in copyright reform processes. The game metaphor also introduces a normative metric of fairness into the heart of the assessment of the copyright reform process from the standpoint of the user. The notion of a rules mutable game tells us something important about the kinds of stories we should be telling about copyright and copyright reform. The narrative power of the “fair play” norm embedded in the concept of the game can facilitate rhetoric which does not just doom users to dwell on their political losses, but empowers them to strategize for future victories.


2012 ◽  
Vol 47 (2) ◽  
pp. 250-261 ◽  
Author(s):  
Icy Lee

While writing for scholarly publications is considered a crucial dimension of academic work, the ‘publish-or-perish’ system in our field has increasingly caused anxiety and induced stress among not only young academics but also more established scholars. Using my own publishing experience as a point of departure, I challenge the assumption that knowledge contribution should be solely or mainly gauged on the basis of the venue of publications. By comparing the perspectives of twelve Asia-based scholars based on data collected from email interviews, I propose that ‘scholarliness’ should be defined by knowledge dissemination and advancement in our field, rather than indexes or journal impact factors. Using the game metaphor, I conclude by offering some tips to survive ‘publish or perish’.


2019 ◽  
Vol 8 (2) ◽  
pp. 361-365
Author(s):  
Anzhelika Nikolaevna Tsepkova

The paper substantiates that one of the ways to solve the problem of university students behavioral culture development is to use technologies of personality-oriented education. The specificity of actions-words and deeds-actions in human behavior is indicated. The distinction between the action-operation (considered without regard to its moral and moral significance) and the action-action (considered from the point of view of moral and moral value) is revealed. It justifies the effectiveness of technologies of personality-oriented education to form a culture of student behavior through an appeal to the main provisions of the paradigm of personality-oriented education: a statement on the values of personality-oriented education (personality, culture, creativity), a statement on the goal of a personality-oriented education (education of a culture person whose natural, social and cultural essence is interrelated); position about the functions of personality-oriented education (humanitarian, cultural, integrating). The specificity of personality-oriented education is shown. The triad Task - Dialogue - Game is considered as a base of technologies of personality-oriented education. The author gives examples of games built using the technologies of personality-oriented education and contributing to students behavioral culture development (the game Verbal behavior (confident, uncertain and rude); the game Non-verbal forms of confident, uncertain, rude behavior; the game Self-esteem; discussion game Be able to feel a person next to you; a game-metaphor, a game of self-criticism, a game - the choice of tactics).


Author(s):  
Maria Andreevna Samkova

This article deals with metaphor and metonymy as language tools that function in a media text. Metaphors and metonymy violate the Grice’s maxims and serve a disinformation strategy. The metonymy in a media text is expressed mainly with the help of names (-onyms) and performs two functions. The pragmatic function is to shape the reader's perception. The instrumental function is to form the subjective image. The metonymic models (part – the whole, concrete – abstract, dominant – secondary) indirectly refer to an object, which allows the author to create a negative image without the risk of incriminating lies or disinformation. A metaphor in a disinforming media text helps to form a pejorative assessment of an object. The main functions of a metaphor in a media text are manipulative (metaphors form and fossilize stereotypes) and emotional-evaluative (metaphors appeal to emotions). The nature and game metaphors are frequently used in a media text. The nature metaphor is effectivebecause of its simplicity. The game metaphor forms the image of an adversary/enemy. Metaphors and metonymy in a media text make it either informationally redundant or eager, ambiguous and emotional. Metaphors and metonymy violate the Cooperative Principle and contribute to the manipulation of the readers’ perception and consciousness stimulating verbal aggression in readers’ comments on media texts


2019 ◽  
pp. 137-154
Author(s):  
Leslie Francis

In sports, the concept of a “level playing field” is much praised but not well understood. One way to construct the idea is in terms of the rules of the game: if the rules are public, consistently enforced, and respected by players, the game is fair. Another approach to construction is in terms of justice: some rules of the game are unfair and thus the field is not level. Interestingly, although the “rules of the game” metaphor is drawn from games to sports, the corresponding idea of a level playing field is not incorporated into the design of games. This chapter explores the relationship between ideas of a level playing field and rules of games. It argues that how games are constructed sheds light on constructivist accounts of level playing fields in sports. Games take many forms and are fluid rather than static; rules develop and change over time. Sports do so as well, responding to pressures for inclusion and fairness. There is no one perfectly level field; there are fields that are more or less level, in different directions and dimensions.


2018 ◽  
Vol 13 (4) ◽  
pp. 644
Author(s):  
Amirudin Amirudin

This paper is a theoretical study of the use of cultural theory which played to explain journalism activities that just not an activity to provide accurate information in the public space. In an industrial context, in fact journalism activities has face  any complex situasion. Now, the activities is no longer exclusively owned by journalists, but journalism  is a kind of football arena that have some interest in it. To present news, journalists must be able to absorb various interest from various trajectories. There is a game metaphor that journalists must follow, and how journalist do "practice" the game in the field of contestation, which will be explored using Bourdieu's cultural theory,Through this article, I hope, it can contribute to how anthropology plays a role in developing media studies, and vice versa, it can be a trigger for how anthropologists should begin to enter cultural studies which are not just exotic and simple social units; but also entered the study arena into more complex social units, for example in media organizations


2020 ◽  
Vol 28 (3) ◽  
pp. 257-275
Author(s):  
Solveig Laugerud

AbstractMetaphors are common in legal discourse because they reify abstract legal concepts. The game metaphor, sometimes used to characterise legal trials, tends to be associated with legal professionals’ work in court. This metaphor portrays a legal trial as a competitive, hostile and masculine process that excludes victims from participating in the trial. In this article, I analyse interviews with victims of rape who have had their case prosecuted in the courts in Norway. The victims use the game metaphor to characterise both the trial and their participation in it. I investigate how the game metaphor adds meaning to rape victims’ understanding and experience of a legal trial and creates room for agency in relation to the prosecution of their rape case.


Author(s):  
Jan-Erik Johanson ◽  
Elias Pekkola ◽  
Päivi Husman

This article uses strategy metaphors consisting of a plan, a home and a game to study government programme formation in Finland. The strategy approach both contradicts and complements the traditional political science approach to government formation. The government programme has been strategic in the sense of separating the formulation and implementation parts of the strategy. The most important function of the metaphor of plan is to hold coalition parties together. The adopted austerity policy provides a meagre contribution to the expansion of services and the increase in government spending. Consequently, the home metaphor in the government programme appears in the distant future and in combating external threats. The game metaphor is apparent in the goal of making contracts with social partners. The vocabulary change from politics to strategy alters the government programme’s position in terms of catering to the needs of civil servants, citizens and stakeholders. The strategy perspective might be instrumental in shifting open democratic debates to closed and secretive policy formations.


Author(s):  
Jan-Erik Johanson ◽  
Elias Pekkola ◽  
Päivi Husman

This article uses strategy metaphors consisting of a plan, a home and a game to study the government programme formation in Finland. The strategy approach both contradicts and complements the traditional political science approach to government formation. The government programme formation has been strategic in the sense of separating the formulation and implementation parts of the strategy formation according to the principles of planning ideas. The adopted austerity policy provides a meagre contribution to the expansion of services or the increase in government spending. Consequently, the home metaphor in the government programme appears in the distant future and in combating external threats. The game metaphor is apparent in the goal of making contracts with social partners. The vocabulary change from politics to strategy alters the government programme’s position in terms of catering to the needs of civil servants, citizens and stakeholders. The strategy perspective might be instrumental in shifting from an open democratic debate to a closed and secretive policy formation.


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