作为认识论中介的游戏:用摩根斯滕、冯-诺依曼和贝特森反思游戏化

IF 0.3 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE
Doug Stark
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引用次数: 0

摘要

本文认为,游戏化是一种历史悠久的知识创造手段,而不仅仅是二十一世纪的设计技术。千百年来,人们一直将游戏应用于非娱乐领域,尤其是执行我们现在将其与计算媒体联系在一起的功能,但游戏作为 "认识中介 "的地位在近代历史中才凸显出来。斯塔克研究了二十世纪将游戏用作系统模型的两种做法,通过对比,这些做法证明了将人文科学现象形式化的不同方法。首先,奥斯卡-摩根斯特恩和约翰-冯-诺依曼的《博弈与经济行为理论》(1944 年)说明了博弈模型具有降低复杂性、机械化判断和推广资本主义价值观的倾向。然后,格雷戈里-贝特森(Gregory Bateson)的控制论游戏模型作为反例,连同他对游戏理论的批判,结论对当前有关游戏化的争论产生了影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Games as Epistemic Mediators: Rethinking Gamification with Morgenstern, von Neumann, and Bateson

This article contends that gamification is a longstanding means of making knowledge, not just a twenty-first-century design technique. People have applied games to non-entertainment domains for millennia, especially to perform functions that we now associate with computational media, but their status as “epistemic mediators” comes to the fore in recent history. Stark examines two twentieth-century uses of games as models for systems that, contrasted, evidence distinct approaches to formalizing phenomena in the human sciences. First, Oskar Morgenstern and John von Neumann’s Theory of Games and Economic Behavior (1944) illustrates the propensity game models have to reduce complexity, mechanize judgment, and promote capitalist values. Then, Gregory Bateson’s cybernetic game models serve as counterexamples that, along with his critiques of game theory, the conclusion brings to bear on current debates about gamification.

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来源期刊
Configurations
Configurations Arts and Humanities-Literature and Literary Theory
CiteScore
0.50
自引率
0.00%
发文量
33
期刊介绍: Configurations explores the relations of literature and the arts to the sciences and technology. Founded in 1993, the journal continues to set the stage for transdisciplinary research concerning the interplay between science, technology, and the arts. Configurations is the official publication of the Society for Literature, Science, and the Arts (SLSA).
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