Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful
暫譯: 趣味、品味與遊戲:閒暇、不生產及其他遊戲性的美學
Sharp, John, Thomas, David, Juul, Jesper
- 出版商: Summit Valley Press
- 出版日期: 2019-03-12
- 售價: $1,360
- 貴賓價: 9.5 折 $1,292
- 語言: 英文
- 頁數: 256
- 裝訂: Hardcover - also called cloth, retail trade, or trade
- ISBN: 0262039354
- ISBN-13: 9780262039352
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商品描述
Reclaiming fun as a meaningful concept for understanding games and play.
"Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games--the aesthetic goal that we measure our experiences and interpretations against.
Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues--from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.
商品描述(中文翻譯)
重新定義「樂趣」作為理解遊戲和遊玩的重要概念。「樂趣」這個詞有些模糊。如果某件事是有趣的,那它是愉快的嗎?有娛樂性嗎?是愚蠢的嗎?是一種讓學生學習的詭計嗎?樂趣也有其包袱——它似乎微不足道、令人尷尬、像小孩的遊戲。在Fun, Taste, & Games中,John Sharp和David Thomas重新定義樂趣,將其視為理解和欣賞遊戲與遊玩的生產性和有意義的工具。他們將樂趣置於遊戲美學的核心。他們主張,正如美對藝術的重要性,樂趣對遊戲和遊玩的重要性——這是我們衡量經驗和詮釋的美學目標。
Sharp和Thomas利用這個以樂趣為中心的美學框架來探索各種遊戲和遊戲議題——從工作場所的賓果遊戲到Meow Wolf,從籃球到Myst,從消費市場到Marcel Duchamp。他們首先概述了理解樂趣的驅動力、創造和體驗的三個要素:外部設置、遊戲形式和模糊性。在理論與實踐之間反覆探索,他們探討了標題中的樂趣、品味和遊戲之間的複雜關係。他們考慮了遊戲記者和設計師對樂趣的忽視;具有開創性但影響力不足的遊戲Myst,以及品味隨時間變化的情況;Gamergate事件中遊戲社群的破裂;以及超越遊戲的遊玩美學。