974 resultados para playing


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Contemporary cases of transmedia storytelling have thrown many conventional understandings of ‘adaptation’ into disarray. The resurgence of tabletop game culture has thus far played a significant role in this, though scholars have largely neglected the subject, particularly in terms of how transmedia relationships reconfigure the meaning(s) shaped by and through games by players. This paper addresses this phenomenon through a close analysis of two board games based on The Lord of the Rings, in which the (re)construction of the story-world of the source text(s) impacts strongly on ‘conventional’ modes of narrative and identification. Governed by the adoption of various mechanics and innovative uses of the ‘competitive-cooperative’ spectrum, such transformations frequently have significant implications for how narrative meanings might be generated through play.

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During the writing of this essay, the controversial nonhuman animal rights organisation PETA (People for the Ethical Treatment of Animals) sent out a tweet linking to an online article about the recent PC and Playstation 4 console game No Man’s Sky, in which players are positioned as explorers of countless virtual planets. Encountering the wide array of creatures indigenous to these worlds, players of this game are offered the choice of whether ‘to document them and name them or slaughter them en masse’ (Francisco, ‘PETA’). While an environmental agenda appears to be far from the game designers’ minds, PETA’s Marketing Vice President Joel Bartlett interprets No Man’s Sky as ‘counting on our natural empathy … we have a natural sense of exploration that has been important to human history’ (Francisco, ‘PETA’). Indeed, PETA has immersed itself in the gaming industry by creating its own simple online games in-house, such as the provocative Mario Kills Tanooki, which opposes what it sees as the unethical messages conveyed by Nintendo’s popular Super Mario Bros. franchise. These instances of the intersection of exploration, ethics, empathy, and play raise important questions regarding the potential role(s) of gaming in furthering (or hindering) the welfare of nonhuman animals. This issue becomes more and more urgent not only in a time of ongoing climate change, environmental degradation, and the continued endangerment of countless species around the planet, but also in a time when the gaming industry and the adoption of game design principles in many others grows apace.

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The social scripts that are deeply involved in cultural production by AfroCuban identified artists in Miami, during the late nineties to the present, participate in a climate that is informed by and feeds from the so-called Latin Explosion of this time period. More specifically, varying historical, socioeconomic, and geopolitical trajectories have placed Africa and African-based religion and cultural production (via music and theatre) at the center of Cuban national identity. The purpose of this study is to facilitate a discussion of the experiences of AfroCuban performance artists and the climate for production, given the aforementioned dynamics, in mass media. These experiences are directed by a study of transnational structures for cultural production (including the more recent memory-shadow of hip-hop culture in Cuba) and discourse that engages theories of modernity, authenticity, and resistance. Through the interventions of artists, producers, and distributors via their art and business, the text identifies and resists the pervasive oppression of stereotype, dehumanization (Othering), and essentialism.

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European National football came together in the summer of 2012 for the 14th occasion. This book sets out to examine the enduring social tensions between supporters and authorities, as well as those between local, national and European identities, which formed the backdrop to the 14th staging of the European National football tournament, Euro2012. The context of the tournament was somewhat unique from those staged in previous years, being jointly hosted for the first time by two post-Communist nations still in the process of social and economic transition. In this respect, the decision to stage Euro 2012 in Poland and Ukraine bore its own material and symbolic legacies shaping the tournament: the unsettling of neo-liberal imaginings and emergent ‘East-West’ fears about poor infrastructure, inefficiencies and corruption jostled with moral panics about racism and fears surrounding the potentially unfulfilled consumerist expectations of west European supporters. The book seeks to explore the ideologies and practices invoked by competing national sentiments and examine the social tensions, ambiguities and social capital generating potentials surrounding national, ethnic, European identity, with respect to national football teams, supporters and supporter movements.

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Level Playing Field is both an inflatable sport and temporary public artwork commissioned for Scape 7 Public Art, Christchurch, New Zealand in 2013.

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This poem is an output of a collaborative improvisation session.

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This paper explores issues of critical literacy, gender justice and masculinity through ‘Mr A’s’ story. Mr A is head of English at ‘Grange College’ – an all boys’ school in a large urban centre in Queensland (Australia). The paper highlights how the privileging of rationality, control and ‘the masculine’ within Mr A’s ‘teaching‐as‐usual’ discourse constrains his efforts to pursue gender justice through critical literacy. While Mr A scaffolds his students’ critical analysis of gender and power in texts, his investments in teacher/student binary relations draw rigid boundaries between himself and his students in ways that delegitimise the terrain beyond the rational and ignore a theorising of the self. Drawing on Mr A’s story within Davies’ theorising about the possibilities of critical literacy, this paper adds to key work in arguing the importance of teachers’ interrogating their classrooms as lived texts where the relations of domination and power that derail the social justice possibilities of critical literacy can be made both recognisable and revisable. Such interrogation is foregrounded here as particularly urgent within the current moment where rationalist discourses within and beyond schools are increasingly working to circumscribe and constrain teacher practice in ways that stifle transformative social agendas.

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This paper introduces the special issue “China: Internationalizing the Creative Industries”, describing the Australian Research Council funded “MATE” project which provides the conceptual background for the questions the issue explores. The MATE project began with the expectation that as China evolves from its status as a developing country with an emphasis on primary industries and manufacturing, to a mature, market-driven economy benefiting from high levels of international investment, it will become more actively engaged with the global “knowledge economy” and “information society”. In this context, developments in the “creative industries”, which are playing such an important role in developed economies, might reasonably be expected in China. Although China continues to be characterised by strong central-policy settings, as the domestic consumer market matures there is greater scope for consumer-led creative business development. The “MATE” project aimed to capture some of these changes as they began to gain momentum across a range of services: Media, Advertising, Tourism and Education. This special issue continues this theme with papers that explore the theoretical challenges, economic questions and implications, and practical instantiations of creative industries growth in China. All papers contained in this special issue have been peer-reviewed.

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This paper describes a series of design games, specifically aimed at exploring shifts in human agency, how they are managed, and the impact this will have on the design of future context-aware applications. The games focussed on understanding information handling issues in dental practice with participants from the University of Queensland Dental School playing an active role in the activities. Participatory design activities reveal how technology solution impact on dental practices. By finding methods of representing technological possibilities in ways which can easily be understood we enhance the contribution that dentists can make to the design process.

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Designers need to develop good observational skills in order to conduct user studies that reveal the subtleties of human interactions and adequately inform design activity. In this paper we describe a game format that we have used in concert with wiki-web technology, to engage our IT and Information Environments students in developing much sharper observational skills. The Video Card Game is a method of video analysis that is suited to design practitioners as well as to researchers. It uses the familiar format of a card game similar to "Happy Families,, to help students develop themes of interactions from watching video clips. Students then post their interaction themes on wiki-web pages, which allows the teaching team and other students to edit and comment on them. We found that the tangible (cards), game, role playing and sharing aspects of this method led to a much larger amount of interaction and discussion between student groups and between students and the teaching team, than we have achieved using our traditional teaching methods, while taking no more time on the part of the teaching staff. The quality of the resulting interaction themes indicates that this method fosters development of observational skills.In the paper we describe the motivations, method and results in full. We also describe the research context in which we collected the videotape data, and how this method relates to state of the art research methods in interaction design for ubiquitous computing technology.

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This paper represents a new theorization of the role of location-based games (LBGs) as potentially playing specific roles in peoples’ access to the culture of cities [22]. A LBG is a game that employs mobile technologies as tools for game play in real world environments. We argue that as a new genre in the field of mobile entertainment, research in this area tends to be preoccupied with the newness of the technology and its commercial possibilities. However, this overlooks its potential to contribute to cultural production. We argue that the potential to contribute to cultural production lies in the capacity of these experiences to enhance relationships between specific groups and new urban spaces. Given that developers can design LBGs to be played with everyday devices in everyday environments, what new creative opportunities are available to everyday people?

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This paper explores how game authoring tools can teach processes that transform everyday places into engaging learning spaces. It discusses the motivation inherent in playing games and creating games for others, and how this stimulates an iterative process of creation and reflection and evokes a natural desire to engage in learning. The use of MiLK at the Adelaide Botanic Gardens is offered as a case in point. MiLK is an authoring tool that allows students and teachers to create and share SMS games for mobile phones. A group of South Australian high school students used MiLK to play a game, create their own games and play each other’s games during a day at the gardens. This paper details the learning processes involved in these activities and how the students, without prompting, reflected on their learning, conducted peer assessment, and engaged in a two-way discussion with their teacher about new technologies and their implications for learning. The paper concludes with a discussion of the needs and requirements of 21st century learners and how MiLK can support constructivist and connectivist teaching methods that engage learners and will produce an appropriately skilled future workforce.