Games as Socio-Technical Systems

Diego Alatorre Guzmán
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Abstract

In the search for a comprehensive framework to structure and instrumentalize a Pedagogy of Play, the present article explores the ludic phenomena from an interdisciplinary perspective, integrating relevant knowledge from multiple sources and complementary epistemologies. As a result, a socio-technical framework of play and games is built, described and exemplified across different cases, over a continuous territory that performs in terms of multiple scales and complexities. The overall intention is not to normalize games, but to integrate more and diverse playful interactions within our everyday lives; not only within basic education but across academic and professional life: an exertion driven by a genuine search to learn from each other and supported by a versatile set of tools. By approaching games as the tangible materialization of play, therefore delegating the material embodiment of whatever comes out of our creativity, to an active learning practice inspired by our curiosity, and that of whom we collaborate with. To conclude, the article discusses and reflects upon the political and aesthetic implications of the presented framework, highlighting the importance of attitudes and narratives that complement conventional study programs by suggesting new ways to approach pre-identified, yet open spaces.
作为社会技术系统的游戏
在寻找构建和工具化游戏教育学的综合框架的过程中,本文从跨学科的角度探讨了嬉笑现象,整合了来自多种来源和互补认识论的相关知识。因此,游戏和游戏的社会技术框架在不同的案例中被建立、描述和例证,在一个连续的领域中,以多种尺度和复杂性表现出来。其总体意图并不是让游戏正常化,而是在我们的日常生活中融入更多不同的有趣互动;不仅在基础教育中,而且在学术和职业生涯中:一种由真诚的相互学习驱动的努力,并得到一套多功能工具的支持。通过将游戏视为游戏的有形物化,从而将我们的创造力的物质体现形式委托给我们的好奇心所激发的主动学习实践,以及我们与之合作的对象。最后,本文讨论并反思了所呈现的框架的政治和美学含义,强调了态度和叙事的重要性,这些态度和叙事通过提出接近预先确定的开放空间的新方法来补充传统研究项目。
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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