scholarly journals Las bases politológicas de la trans-gamificación: aproximaciones a un fenómeno gaming radical

Author(s):  
Guillermo Sepúlveda Castro
Keyword(s):  

La Gamificación se ha convertido en de los últimos años en una tendencia. Y con ello no solo hablamos de una “técnica”, sino de un fenómeno de gaming de carácter radical. En los tiempos de hoy urge instaurar una discusión profunda de su impacto social más que de su mera intención de generar espacios de compromiso o aprendizaje, debido justamente a su expansión hacia ámbitos antiguamente “consagrados a lo productivo”. A este fenómeno extra-productivo le denominamos Trans-gamificación. En este artículo presentaremos las influencias politológicas más profundas de este fenómeno cultural y hablaremos de su expansión molecular hacia campos considerados socialmente como “inocentes” como lo es la “cotidianidad”. En definitiva, se trata de una profundización filosófico-política de un fenómeno que está cambiando el significado discursivo de lo “productivo “o lo “lúdico” y, que a su vez, invitan a los Games Studies a re-pensar y re-significar el denominado “círculo mágico” de Johan Huizinga.

2018 ◽  
Vol 7 (2) ◽  
pp. 117-128 ◽  
Author(s):  
Erin Sullivan ◽  
Marie Louise Herzfeld-Schild

This introduction surveys the rise of the history of emotions as a field and the role of the arts in such developments. Reflecting on the foundational role of the arts in the early emotion-oriented histories of Johan Huizinga and Jacob Burkhardt, as well as the concerns about methodological impressionism that have sometimes arisen in response to such studies, the introduction considers how intensive engagements with the arts can open up new insights into past emotions while still being historically and theoretically rigorous. Drawing on a wide range of emotionally charged art works from different times and places—including the novels of Carson McCullers and Harriet Beecher-Stowe, the private poetry of neo-Confucian Chinese civil servants, the photojournalism of twentieth-century war correspondents, and music from Igor Stravinsky to the Beatles—the introduction proposes five ways in which art in all its forms contributes to emotional life and consequently to emotional histories: first, by incubating deep emotional experiences that contribute to formations of identity; second, by acting as a place for the expression of private or deviant emotions; third, by functioning as a barometer of wider cultural and attitudinal change; fourth, by serving as an engine of momentous historical change; and fifth, by working as a tool for emotional connection across communities, both within specific time periods but also across them. The introduction finishes by outlining how the special issue's five articles and review section address each of these categories, while also illustrating new methodological possibilities for the field.


2003 ◽  
Vol 143 (1-2) ◽  
pp. 47-52 ◽  
Author(s):  
Efrosini Setakis

Terminus ◽  
2020 ◽  
Vol 22 (3 (56)) ◽  
pp. 209-232
Author(s):  
Maja Skowron

Women’s Rules of the Game: A Dispute over Women in the Dialogue Il merito delle donne by Moderata Fonte This paper concerns Moderata Fonte (Modesta dal Pozzo), a female Venetian writer who lived in the 16th century, and a dialogue she wrote, Il merito delle donne (On the Value of Women), in which seven women gathered in a garden have a lively discussion about men and their flaws. The author of the study presents the book and Fonte’s biography in the context of the early-modern dispute over women (querelle des femmes). She then analyses Il merito delle donne in terms of the functionality of both the genre in which it was written and the convention of play (game) that is relevant to the work, in order to answer the question of the importance of these devices for the topic Fonte raises. Skowron writes about what makes Il merito delle donne different from other dialogues published at the time by women, as well as from Balthazar Castiglione’s famous Book of the Courtier (Il libro del Cortegiano), and in discussing the motif of the play she uses the definition of the ludic element of Johan Huizinga of Homo ludens. She points to the presence of particular determinants of play in Il merito delle donne, wondering how the voluntary basis of the game, limited time and space, imposed rules or a situation different from ordinary life affect the female characters’ freedom to express their opinions in discussion, as well as the reception of the work itself. Il merito delle donne owes its unique character to its form because it allows not only different views in a dispute over women to be presented, but above all it involves the reader in a discussion which does not end with the last page of the dialogue.


Author(s):  
Caio Túlio Olímpio Pereira da Costa ◽  
Ana Beatriz Gomes Pimenta de Carvalho
Keyword(s):  

Resumo: O artigo discute a experiência de jogar e a imersão em narrativas de universos primorosamente simulados (MURRAY, 2003) dos videogames como força-motriz da alteridade no mundo do jogo e na vida cotidiana a partir de processos de aprendizagem. Elencando conceitos como experiência deweyana, comunicação sensível de Marcondes Filho (2010) e reverberações do uso de tecnologias educacionais como processos formativos, formulações de juízos e mobilizações afetivas nos jogadores, o artigo traz uma discussão teórica sobre afetos, usos, percepções e relações humano-maquínicas na Educação e Comunicação enquanto campos multidisciplinares. Emprega, nesse sentido, um percurso metodológico marcado por proposta de discussão teórica a partir de levantamento bibliográfico e observação participante (TRAUTH; O’CONNOR, 1991), que resulta em considerações marcadas pela evidência de que o uso das tecnologias é capaz de mudar o modo como nos vemos, possibilitando novas formas de experimentar o mundo, garantindo um cenário de aprendizado pela multidimensionalidade do conceito atual de letramento. Palavras-chave: Games Studies. Imersão. Experiência sensível. Educação tecnológica. 


2021 ◽  
Vol 1 (1) ◽  
pp. 1-102
Author(s):  
Judit Vari

Abstract The main goal of this work is to discuss the place and role of video games in contemporary societies and their impact on individual relationships. It analyses how the development of video games is a sign of and a factor in the democratization of modern societies. It explores how video games contribute to the moral and political socialization of children and teenagers. The work is structured into two parts. The first explores the methodological, ethical and epistemological implications of Games Studies, and shows how the development of an independent field of research on video games can be analyzed as a sign of democratization. The second part focuses on youth identity experimentations and how video games can contribute to the democratization of social relations. Play inequalities are discussed, but it is also shown how video games are reconfiguring family and peer relationships, thereby influencing the movement of democratization of societies.


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