{"title":"巧合游戏:游戏活动的时间和空间重叠","authors":"H. Wirman","doi":"10.1080/14735784.2021.1968307","DOIUrl":null,"url":null,"abstract":"ABSTRACT Previous research successfully addresses how digital play fits into the social relations of urban space, often disrupting or enriching them (e.g., Montola [2005]. ‘Exploring de Edge of the Magic Circle: Defining Pervasive Games’. Proceedings of the Digital Arts and Culture 2005 Conference. Copenhagen: IT University of Copenhagen) and the seamless transitions between digital and physical spheres (e.g., de Souza e Silva [2006]. ‘From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces’. Space and Culture 9:3, 261–78). Considering the social, temporal and spatial context of a play activity, it typically exists parallel to other forms of play. Be it an insider or an outsider, it is further important for people to be able to recognise activities of play as they take place. This article applies Huizinga’s idea of play demarcation to build an analytical frame ‘coincident play’ to aid in understanding contexts of play, especially in urban space. A single park in Hong Kong serves as a case and provides around 20 parallel play activities to study. The proposed approach allows us to identify and analyse socially, temporally and spatially coexisting play and playful activities and to recognise the richness that ensues in specific physical spaces.","PeriodicalId":43943,"journal":{"name":"Culture Theory and Critique","volume":"72 1","pages":"287 - 306"},"PeriodicalIF":0.7000,"publicationDate":"2021-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Coincident play: temporal and spatial overlaps of play activities\",\"authors\":\"H. Wirman\",\"doi\":\"10.1080/14735784.2021.1968307\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT Previous research successfully addresses how digital play fits into the social relations of urban space, often disrupting or enriching them (e.g., Montola [2005]. ‘Exploring de Edge of the Magic Circle: Defining Pervasive Games’. Proceedings of the Digital Arts and Culture 2005 Conference. Copenhagen: IT University of Copenhagen) and the seamless transitions between digital and physical spheres (e.g., de Souza e Silva [2006]. ‘From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces’. Space and Culture 9:3, 261–78). Considering the social, temporal and spatial context of a play activity, it typically exists parallel to other forms of play. Be it an insider or an outsider, it is further important for people to be able to recognise activities of play as they take place. This article applies Huizinga’s idea of play demarcation to build an analytical frame ‘coincident play’ to aid in understanding contexts of play, especially in urban space. A single park in Hong Kong serves as a case and provides around 20 parallel play activities to study. The proposed approach allows us to identify and analyse socially, temporally and spatially coexisting play and playful activities and to recognise the richness that ensues in specific physical spaces.\",\"PeriodicalId\":43943,\"journal\":{\"name\":\"Culture Theory and Critique\",\"volume\":\"72 1\",\"pages\":\"287 - 306\"},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2021-07-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Culture Theory and Critique\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/14735784.2021.1968307\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"HUMANITIES, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Culture Theory and Critique","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/14735784.2021.1968307","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"HUMANITIES, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 2
摘要
先前的研究成功地解决了数字游戏如何融入城市空间的社会关系,通常会破坏或丰富它们(例如,Montola[2005])。“探索魔法圈的边缘:定义普及游戏”。2005数码艺术与文化研讨会论文集。哥本哈根:哥本哈根IT大学)以及数字和物理领域之间的无缝过渡(例如,de Souza e Silva[2006])。“从网络到混合:移动技术作为混合空间的界面”。空间与文化,9:3,261-78)。考虑到游戏活动的社交、时间和空间背景,它通常与其他形式的游戏平行存在。无论是圈内人还是圈外人,更重要的是让人们能够在游戏活动发生时就意识到这一点。本文运用Huizinga的游戏划分理念来构建一个分析框架“巧合游戏”,以帮助理解游戏的背景,特别是在城市空间中。以香港的一个公园为例,提供了大约20个平行的游戏活动来研究。所提出的方法使我们能够识别和分析社会,时间和空间共存的游戏和游戏活动,并认识到特定物理空间中随之而来的丰富性。
Coincident play: temporal and spatial overlaps of play activities
ABSTRACT Previous research successfully addresses how digital play fits into the social relations of urban space, often disrupting or enriching them (e.g., Montola [2005]. ‘Exploring de Edge of the Magic Circle: Defining Pervasive Games’. Proceedings of the Digital Arts and Culture 2005 Conference. Copenhagen: IT University of Copenhagen) and the seamless transitions between digital and physical spheres (e.g., de Souza e Silva [2006]. ‘From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces’. Space and Culture 9:3, 261–78). Considering the social, temporal and spatial context of a play activity, it typically exists parallel to other forms of play. Be it an insider or an outsider, it is further important for people to be able to recognise activities of play as they take place. This article applies Huizinga’s idea of play demarcation to build an analytical frame ‘coincident play’ to aid in understanding contexts of play, especially in urban space. A single park in Hong Kong serves as a case and provides around 20 parallel play activities to study. The proposed approach allows us to identify and analyse socially, temporally and spatially coexisting play and playful activities and to recognise the richness that ensues in specific physical spaces.