{"title":"3.分析游戏设计:游戏制作是游戏化社会中的一种文化技术","authors":"S. Werning","doi":"10.1515/9789048535200-004","DOIUrl":null,"url":null,"abstract":"This chapter aims to show how designing and modifying games is becoming a “cultural technique” (Kramer and McChesney 2003) similar to reading or writing, and an important requirement for active citizen engagement in an increasingly ludif ied society (Raessens 2006). For that purpose, “constructionist gaming” (Kafai and Burke 2015), i.e. game co-creation, is situated among other critical playing practices like theorycrafting. Numerous examples, from early Flash games created as commentary on the 2003 invasion of Iraq to game jams such as the 2013 GeziJam, demonstrate how grassroots game development can establish ephemeral public spheres for playful citizen intervention. Finally, the chapter outlines analytical game design as a conceptual framework for incorporating these principles into media studies research and educational practice.","PeriodicalId":197781,"journal":{"name":"The Playful Citizen","volume":"70 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"3. Analytical game design : Game-making as a cultural technique in a gamified society\",\"authors\":\"S. Werning\",\"doi\":\"10.1515/9789048535200-004\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This chapter aims to show how designing and modifying games is becoming a “cultural technique” (Kramer and McChesney 2003) similar to reading or writing, and an important requirement for active citizen engagement in an increasingly ludif ied society (Raessens 2006). For that purpose, “constructionist gaming” (Kafai and Burke 2015), i.e. game co-creation, is situated among other critical playing practices like theorycrafting. Numerous examples, from early Flash games created as commentary on the 2003 invasion of Iraq to game jams such as the 2013 GeziJam, demonstrate how grassroots game development can establish ephemeral public spheres for playful citizen intervention. Finally, the chapter outlines analytical game design as a conceptual framework for incorporating these principles into media studies research and educational practice.\",\"PeriodicalId\":197781,\"journal\":{\"name\":\"The Playful Citizen\",\"volume\":\"70 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-12-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"The Playful Citizen\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1515/9789048535200-004\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Playful Citizen","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/9789048535200-004","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
摘要
本章旨在展示设计和修改游戏如何成为一种“文化技术”(Kramer and McChesney, 2003),类似于阅读或写作,以及在日益数字化的社会中公民积极参与的重要要求(raessen, 2006)。出于这个目的,“建构主义游戏”(Kafai和Burke 2015),即游戏共同创造,位于其他关键的游戏实践中,如理论制作。从2003年入侵伊拉克的早期Flash游戏到2013年的GeziJam等游戏jam,许多例子都证明了草根游戏开发可以为好玩的公民干预建立短暂的公共领域。最后,本章概述了分析性游戏设计作为将这些原则整合到媒体研究和教育实践中的概念框架。
3. Analytical game design : Game-making as a cultural technique in a gamified society
This chapter aims to show how designing and modifying games is becoming a “cultural technique” (Kramer and McChesney 2003) similar to reading or writing, and an important requirement for active citizen engagement in an increasingly ludif ied society (Raessens 2006). For that purpose, “constructionist gaming” (Kafai and Burke 2015), i.e. game co-creation, is situated among other critical playing practices like theorycrafting. Numerous examples, from early Flash games created as commentary on the 2003 invasion of Iraq to game jams such as the 2013 GeziJam, demonstrate how grassroots game development can establish ephemeral public spheres for playful citizen intervention. Finally, the chapter outlines analytical game design as a conceptual framework for incorporating these principles into media studies research and educational practice.