Taking Playful Scholarship Seriously: Discursive Game Design as a Means of Tackling Intractable Controversies

S. Werning, Jasper van Vught
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引用次数: 2

Abstract

The article at hand explores the concept of playful scholarship, focusing specifically on the use of playfulness in re-assessing the collaboration between academia and societal partners to tackle “intractable policy controversies” (Schön and Rein 1994, p. 23)—i.e., challenges in which opposing parties operate with conflicting frames (often without even noticing). After arguing that earlier attempts at using games in academia often only evoke the rhetoric rather than the spirit of play (Sicart 2014) and thereby limit spaces for actually playful scholarship, we emphasize how the heuristic of playful game design (rather than game play) can help address this issue.To illustrate our point, we draw on a recent research project about drug policies in the Netherlands, in which concerns of (among others) law enforcement, policy-makers and healthcare workers are characteristically entangled. In this project, we first we defined the societal context of drug policies as an “ecology of games” (Long 1958; Lubell 2013) and proposed two ‘base games’—one created from scratch and the other inspired by the CIA-developed card game Collection Deck. These games were iteratively played by a diverse group of academic and non-academic stakeholders using self-modifying rules that allowed participants themselves to engage in “playful design” (Flanagan 2014), changing, adding or removing rules in order to identify where the game-as-model deviated from their lived experience (and how they might translate their experiences into the ‘language’ of the game). Drawing on ethnographic data collected over the course of six months, we investigate how the contingent ‘versions’ of the game as boundary objects (Leigh Star 2010) facilitated a playful attitude towards the otherwise characteristically entrenched discourse on Dutch drug policies.As a basic frame of reference, we use and adapt Lieberman’s original definition of playfulness, based on “physical, social, and cognitive spontaneity, manifest joy, and sense of humor” (2014, p. 23), and Shen’s differentiation between “situations for play” (2020, p. 540) and “playful states” (2020, p. 542) to interpret the processes in our community of practice. More specifically, we observe the impact of playful objects and object play (Riede et al. 2018) as well as bricolage (Antonijevic and Cahoy 2018) on playful attitudes within the group. This showed the constant tension between, on the one hand, expectations that the game itself should ‘produce’ new insights and, on the other, as Sicart recommends, “carnivalesque” (2014, p. 23) attempts at resisting ‘utilitarian’ play (e.g., exploring ideas that would be ruled out by conventional wisdom as optional in-game scenarios or events).Finally, we conclude with how adopting a playful game designer’s rather than a player’s perspective may challenge habitualized practices and corresponding roles inherent in public-private partnerships within academia. This makes different preconceptions amongst stakeholders visible, facilitates perspective change, and acknowledges the interconnected frames within intractable controversies by continually re-designing the base games.
认真对待好玩的学术:话语游戏设计是解决棘手争议的一种方法
这篇文章探讨了俏皮学术的概念,特别关注在重新评估学术界和社会伙伴之间的合作以解决“棘手的政策争议”(Schön and Rein 1994, p. 23)时使用的俏皮。在这些挑战中,对立的各方在相互冲突的框架下运作(通常甚至没有注意到)。在讨论了早期在学术界使用游戏的尝试通常只是唤起修辞而不是游戏精神,从而限制了真正的游戏学术的空间之后,我们强调了游戏设计的启发式(而不是游戏玩法)如何帮助解决这个问题。为了说明我们的观点,我们引用了最近一个关于荷兰毒品政策的研究项目,其中(除其他外)执法部门、政策制定者和卫生保健工作者的关注点典型地纠缠在一起。在这个项目中,我们首先将毒品政策的社会背景定义为“游戏生态”(Long 1958;Lubell 2013),并提出了两款“基础游戏”——一款是从头开始创造的,另一款是受到cia开发的卡牌游戏Collection Deck的启发。这些游戏是由不同的学术和非学术利益相关者群体反复玩的,他们使用自我修改规则,允许参与者自己参与“好玩的设计”(Flanagan 2014),改变、添加或删除规则,以确定游戏模型与他们的生活经验有什么不同(以及他们如何将自己的经验转化为游戏的“语言”)。根据6个月收集的人种学数据,我们调查了作为边界对象的游戏的偶然“版本”(Leigh Star 2010)如何促进了对荷兰毒品政策的固有话语的有趣态度。作为一个基本的参考框架,我们使用并改编了利伯曼对游戏性的原始定义,基于“身体、社会和认知的自发性、明显的快乐和幽默感”(2014,第23页),以及沈对“游戏情境”(2020,第540页)和“游戏状态”(2020,第542页)的区分,来解释我们实践社区中的过程。更具体地说,我们观察了好玩的物体和物体游戏(Riede et al. 2018)以及拼凑(Antonijevic and Cahoy 2018)对群体内玩耍态度的影响。一方面,玩家期望游戏本身能够“产生”新的见解,另一方面,正如Sicart所建议的,玩家试图“狂欢式”地抵制“功利主义”玩法(游戏邦注:例如,探索那些被传统智慧排除在可选游戏场景或事件之外的想法),这两者之间存在着持续的紧张关系。最后,我们得出结论,采用游戏设计师而非玩家的视角可能会挑战学术界公私合作关系中固有的习惯做法和相应角色。这使得利益相关者之间的不同先入之见变得可见,促进了观点的变化,并通过不断重新设计基础游戏来承认棘手争议中的相互关联框架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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