Spiel des Wissens. Ludische Annäherungen an digitale Arbeitswelten

IF 0.2 4区 社会学 Q2 Social Sciences
A. Dippel
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引用次数: 0

Abstract

In the course of the digitalization of everyday life and the establishment of computer games as a popular cultural phenomenon, play as form and as practice has become a vital scientific topic, which begs for more in-depth cultural-anthropological reflection. This article approaches the ludic in a cultural-theoretical way via ethnographically collected data in the technologized working environments of high-energy physics at the European Centre for Nuclear Research (CERN). Grounded on participant observation of the entanglement of work and play, the article brings together established approaches as well as innovative developments in the field of play research. It demonstrates the capacity of ludic phenomena and theoretical concepts of play to advance fundamental modes of thinking in cultural anthropology. This work sees games and play as a crucial analytical perspective, which allows interpreting complex social processes anew.
知识的游戏热衷于数字工作世界
在日常生活的数字化和电脑游戏作为一种流行文化现象的确立过程中,作为形式和实践的游戏已经成为一个重要的科学课题,需要更深入的文化人类学反思。本文通过在欧洲核子研究中心(CERN)高能物理的技术工作环境中收集的人种学数据,从文化理论的角度探讨了这一现象。基于对工作和游戏纠缠的参与性观察,本文汇集了游戏研究领域的既有方法和创新发展。它展示了滑稽现象和游戏理论概念推动文化人类学基本思维模式的能力。这项工作将游戏和玩游戏视为一种重要的分析视角,可以重新解释复杂的社会过程。
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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