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Play anything; the pleasure of limits, the uses of boredom, and the secret of games

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Play anything

the pleasure of limits, the uses of boredom, and the secret of games
Verfasser: Bogost, Ian GND link to dataset open/close  GND search link open/close  (DE-588)1076684440
978-0-465-05172-4

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Letzte Änderung: 21.11.2017
Titel:Play anything
Untertitel:the pleasure of limits, the uses of boredom, and the secret of games
URL:http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=02929669...
Erläuterung :Inhaltsverzeichnis
URL:http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=02929669...
Erläuterung :Inhaltsverzeichnis
Von:Ian Bogost
LoC-Nummer:016019144
ISBN:978-0-465-05172-4
Preis/Einband:hardback
Erscheinungsort:New York
Verlag:Basic Books
Erscheinungsjahr:[2016]
Umfang:xii, 266 pages
Details:Porträt
Fußnote :Includes index
Format:25 cm
Abstract:"Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves"...
Abstract:"The gold standard of our culture is 'fun.' Companies want their offices to feel more playful, schools want learning to be entertaining, programmers want their products to feel as intuitive and addictive as playing Tetris or AngryBirds. Trying to make life like playing a game sounds like a good idea...who doesn't want to have fun while working or commuting, parenting or cleaning?...but what's often overlooked in the rush to make everything 'fun' is that games are hard. Playing a sport requires concentration, repetition, and physical pain; playing a musical instrument demands shockingly boring practice and patience; even playing video games requires hours and hours of study, determination, and drive. Making our ideas about 'play' sound a whole lot like 'work.' Where's the fun in that? In Play Anything, Ian Bogost...the Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology...shows that our common understanding of games...that they are always fun, and always juvenile...is dead wrong. And that that's a good thing, both for how we play and how we conduct our days"...
Sprache:eng
LoC-Notation:BF408
RVK-Notation:AP 15963
Andere Ausgabe:Erscheint auch als
_Bemerkung:Online-Ausgabe
_ISBN:978-0-465-09650-3
Weitere Schlagwörter :Gesellschaft; Creative ability; Popular culture; Social aspects; SOCIAL SCIENCE / Popular Culture; PHILOSOPHY / Ethics&Moral Philosophy; PSYCHOLOGY / Creative Ability

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520 |a "The gold standard of our culture is 'fun.' Companies want their offices to feel more playful, schools want learning to be entertaining, programmers want their products to feel as intuitive and addictive as playing Tetris or AngryBirds. Trying to make life like playing a game sounds like a good idea...who doesn't want to have fun while working or commuting, parenting or cleaning?...but what's often overlooked in the rush to make everything 'fun' is that games are hard. Playing a sport requires concentration, repetition, and physical pain; playing a musical instrument demands shockingly boring practice and patience; even playing video games requires hours and hours of study, determination, and drive. Making our ideas about 'play' sound a whole lot like 'work.' Where's the fun in that? In Play Anything, Ian Bogost...the Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology...shows that our common understanding of games...that they are always fun, and always juvenile...is dead wrong. And that that's a good thing, both for how we play and how we conduct our days"... 
650 7|a SOCIAL SCIENCE / Popular Culture |2 bisacsh 
650 7|a PHILOSOPHY / Ethics&Moral Philosophy |2 bisacsh 
650 7|a PSYCHOLOGY / Creative Ability |2 bisacsh 
650 4|a Gesellschaft 
650 4|a Creative ability 
650 4|a Popular culture |x Social aspects 
650 4|a SOCIAL SCIENCE / Popular Culture 
650 4|a PHILOSOPHY / Ethics&Moral Philosophy 
650 4|a PSYCHOLOGY / Creative Ability 
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