scholarly journals Pleasure, Learning, Video Games, and Life: The Projective Stance

2005 ◽  
Vol 2 (3) ◽  
pp. 211-223 ◽  
Author(s):  
James Paul Gee

This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound pleasure, and have much to tell us about what learning could look like in the future should we relinquish the old grammars of traditional schooling. They are extensions of life insofar as they recruit and externalize some fundamental features of how humans orientate themselves in and to the real world when operating at their best. Video games create a projective stance in the sense of a stance toward the world in which we see the world simultaneously as a project imposed on us and as a site onto which we can actively project our desires, values and goals. A special category of games allows players to enact the projective stance of an ‘authentic professional’, thereby experiencing deep expertise of the kind that so widely eludes learners in school.

There are hundreds of technologies today. Companies and brands continuously try to create and bring something innovative in the market to attract consumers to them in order to get a rise in market share. In the world where people have started getting used to hundreds of technologies, if asked about those which have affected them the most in last ten to twelve years, no one will miss mentioning blockchain. Blockchain has gained very much popularity after the introduction of bitcoin and ethereum in its environment. Blockchain mainly has two types of functionalities. One that involves transactions and the other which talks about contracts. This work highlights some of the very much talked about applications of this technology in the real world. The work also considers various factors and methods by which this technology can be introduced to the audience by suggesting ways in which blockchain can be introduced in the lives. Discussion on how this technology can affect human lives in the future is also an important part of this paper. Because blockchain has huge number of applications that the paper has tried to inculcate, it can be a technology of future which many scientists and industrialists have already started to believe. That is why this work finds a unique and all in one collection of applications and possibilities of Blockchain.


Humanus ◽  
2014 ◽  
Vol 12 (2) ◽  
pp. 143
Author(s):  
Imas Maryanah

AbstractThe changing dynamic of human lives makes most of them ignorant to the values of right and wrong. Truth, freedom, and justice have become scarce and beyond real.Cruelty has caused fear, restlessness, and misery. In order to be free from excruciatingpressure, Kalatidha describes a picture of how someone has lived in his dream happily.The dreams and goals he is been longing for are only enjoyed in that surreal world, theworld freed from norms, ideas, and public opinion. “Running away” is the word used todescribe how people lock themselves away from the real world.  For him, the real world he understands is the world that can give him joy,happiness, and cheerfulness. Things that are immoral in the eyes of the public are noshame to him. One thing he is sure of, that life is a journey, and how he live it. Emptinessis no longer misery, but a process that has to be passed through the journey. Kalatidhahas become a picture of how inner unrest becomes a focus of deceitful real life pantings.Deceit and dishonesty are stupid, and craziness is an act of hopelessness.  Key words : Dream, Journey, Deceit AbstrakDinamika gambaran kehidupan manusia yang terus-menerus berubah menyebabkan sebagian manusia tidak mengindahkan lagi, mana yang harus dilakukanmana yang dilarang. Kebenaran, kebebasan, keadilan menjadi barang langka yanghanya menjadi impian belaka. Kekejaman telah memunculkan ketakutan, kegelisahan,kesengsaraan. Agar terbebas dari tekanan yang menyiksa, Kalatidha menyajikan sebuahpotret bagaimana seseorang telah hidup di alam khayalnya dengan bahagia. Impian dancita-cita yang selama ini didambakan, hanya dapat dinikmati di alam “sana”. Alamyang  terbebas dari norma, ide, pendapat masyarakat. “Lari” itulah kata yang tepatuntuk menggambarkan bagaimana seseorang telah memenjarakan dirinya darikehidupan nyata.  Kehidupan nyata yang ia pahami hanyalah dunia yang dapat memberinyakesenangan, kegembiraan dan keceriaan. Hal-hal aneh yang dianggap menyimpang olehmasyarakat pada umumnya bukan merupakan celaan baginya. Satu hal yang ia yakinibahwa hidup ini adalah sebuah perjalanan, dan bagaimana ia menjalankannya. Kekosongan dan kehampaan bukan lagi siksaan, tapi sebuah proses yang harus dilewatidalam menempuh perjalanan. Kalatidha telah menjadi sebuah potret bagaimanapergolakan batin menjadi fokus sebuah lukisan kenyataan semu. Kepalsuan dan kepurapuraanadalahhalbodoh,dankegilaanadalahtindakandarisuatukeputusasaan.Key words : Impian, Perjalanan, Semu


Author(s):  
D. Ajdačić

The absence of a typology of irony in the theory of fiction stems from the fact that irony and fiction differently form and transform reality – fiction is a kind of fictional depiction of amazing worlds or phenomena. On the contrary, irony does not create worlds; in it, the subject comments on reality, adding another vision, a vision with a reassessment and deviation from what is said or presented. Irony can comment on the realities of different ontological status, that is, irony can relate to the real world and the fictional world, whether it is real or amazing. Fantasy transforms the world – it distorts, destroys or completes, or builds new worlds, and irony already adds a different vision to the ideas and views presented, regardless of whether they are real or fictional. The terminological and literary-theoretical aspects of the use of irony in works of literary fiction are discussed in the text. Dragan Stojanović’s book “Irony and Meaning” and the author’s terms “Ironical Focus” and “Meaning Pressure” are used as a theoretical starting point. After highlighting the touchpoints of irony and fiction and their special qualities and roles, is proposed a typology of the use of irony in fiction that separates ironic actions concerning the real world, the marvelous world and problematizing the relationship between the real and the marvelous world.


Spatium ◽  
2019 ◽  
pp. 49-55
Author(s):  
Jelena Bogosavljevic

Starting from the fact that the reality of the world of projections is comprehensive only when its architectural reality is created outside that reality, to become a new reality within reality, the paper addresses establishment of the relationship between an architect designer and reality, by his double presence within and outside reality. The existence of reality is questionable, because the actuality of the world of projections, which, though present in reality, often does not have meaning and is therefore created outside reality, only to exist again with meaning. In that relation, as the real world in reality, it is expressed also as an unreal world outside reality, whose imaginary reality is studied with architectural projection in a lifelike scope of reality. That way, the meaning of the projection in the process of architectural design is checked by projecting its meaning outside reality, while in the transition of an architectural design from one reality into another, the architect designer also develops his/her creative role, by reading and connecting individual (personal) and collective (universal) codes of the world of projections, which exists as two-folded and realistic in the reality scope. Key words: coding, reality, dream, world of projections, negation.


Author(s):  
Sinem Siyahhan ◽  
Elisabeth Gee

What is it about “play” that makes it a powerful context for developing a family identity and fostering social ties? In this chapter, we discuss how play supports families in expressing their feelings, sharing experiences, developing understanding, and making sense of the world around them. We describe playing games as an opportunity space in that they provide opportunities for thinking through what one values, desires, and cares about in the real world, and becomes a context for identity in the making. We demonstrate how families around Sims and intentionally designed video games for families support the construction, negotiation, and enactment of family and individual identities in non-threatening and playful ways between parents and adolescent children.


2013 ◽  
Vol 30 (4) ◽  
pp. 19-47 ◽  
Author(s):  
Abadir M. Ibrahim

From the backwaters of stagnation in democratization, the Arab Spring countries carried the day and became trailblazers to be replicated by activists all over the world. A couple of seasons after the initial revolution/revolt, Egyptians had transformed their political system, written themselves a constitution, and apparently destroyed the same constitution. While all sectors of society played a role in shaping the revolution, the latter has also affected society. Egypt’s 2012 constitution, one of the outcomes of the revolution, captures a moment in the process and also reflects an attempt to install an Islamist ideology in a constitutional democratic form. The constitution’s attempt to negotiate between Shari‘ah and democracy and its outline of a human rights regime make the future of democracy and human rights ambiguous, as the Islamist stance promulgated has yet to be tested in the real world of politics. As it stands today, the constitution is too ambiguous to allow one to draw a clear picture of the future of constitutional practice. What is clear, however, is that the revolution and subsequent constitution have affected the Islamist discourse about democracy and human rights.


2002 ◽  
Vol 50 ◽  
pp. 1-17
Author(s):  
Jan Faye

Over the last forty years, philosophers have argued back and forth about backward causation. It requires a certain structure of time for something as backward causation to be not only possible but also to take place in the real world. In case temporal becoming is an objective feature of the world in the sense that the future is unreal, or at least ontologically indeterminate, it is impossible to see how backward causation can arise. Th e same difficulty does not hold with respect to forward causation. For even though it is assumed according to one dynamic view of time, the instant view or presentism, that merely present events exist—and past events therefore are no longer real or have become ontologically indeterminate—such a view can still maintain that past events once were there to cause present events. Future events, however, are still to come, and being indeterminate or nothing at all, they cannot cause any events in the present. In other words, causation backwards in time can occur only if we think of time as static; that is, no objective becoming exists, and the world consists of tenselessly occurring future events that exist in the same sense as past and present events. Backward causation requires the so-called full view, or possibly the half-full view, of time.


2020 ◽  
Author(s):  
Brilian Putra Amiruddin ◽  
Denisse Rochmad Romdhony

Since the world transformed into the digital era, e-commerce is the real thing to concern for everyone, not only limited to the business people but also for people who want to buy something without hassle. Furthermore, as an estimation global retail e-commerce sales almost grow doubled in range of three years from US\$ 1.3 trillion in 2014 to US\$ 2.3 trillion in 2017 and this growth trend will still last until the future. However, this trend demands innovative solutions, applying automation technology to e-commerce logistics is one of the solutions which significant to the future of e-commerce. Based on that, this study principally talks about the real-world implementation example of automation technology in logistics as well discuss the effects that will be faced by e-commerce towards using the automation technology in logistics so the e-commerce industry will be ready for facing future disruption.


Author(s):  
Rachel Wagner
Keyword(s):  
The Real ◽  

Though it might seem surprising at first, video games can work a lot like apocalypses. Both offer imaginary visits to otherworldly spaces that were designed to offer metaphysical comfort. Both, through theology or programming, allow us to temporarily enter into structured spaces that are more predictable than our own world. However, instead of depicting God as the means of control over the world, as apocalypses do, some video games place the player in the position of realizing renewed order through the performance of virtual violence. This chapter considers how the video game Darksiders draws on biblical apocalyptic imagery and also utilizes traditional apocalyptic elements like an us-versus-them structure, the glorification of violence, and a desire for renewed order in the world. Darksiders also reorients the agency of order-making, placing the player at the center of the action and depicting God as largely absent from human struggle. Games like Darksiders may comfort uneasy players, just as apocalypses do, by depicting a world that can be controlled. But they typically do so in a way that demands virtual violence of the player, calling us to question what role such games may play in shaping how we see ourselves in the real world.


2013 ◽  
Vol 30 (4) ◽  
pp. 19-47
Author(s):  
Abadir M. Ibrahim

From the backwaters of stagnation in democratization, the Arab Spring countries carried the day and became trailblazers to be replicated by activists all over the world. A couple of seasons after the initial revolution/revolt, Egyptians had transformed their political system, written themselves a constitution, and apparently destroyed the same constitution. While all sectors of society played a role in shaping the revolution, the latter has also affected society. Egypt’s 2012 constitution, one of the outcomes of the revolution, captures a moment in the process and also reflects an attempt to install an Islamist ideology in a constitutional democratic form. The constitution’s attempt to negotiate between Shari‘ah and democracy and its outline of a human rights regime make the future of democracy and human rights ambiguous, as the Islamist stance promulgated has yet to be tested in the real world of politics. As it stands today, the constitution is too ambiguous to allow one to draw a clear picture of the future of constitutional practice. What is clear, however, is that the revolution and subsequent constitution have affected the Islamist discourse about democracy and human rights.


Sign in / Sign up

Export Citation Format

Share Document