37,990 research outputs found

    Being together, worlds apart: a virtual-worldly phenomenology

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    Previous work in Game Studies has centered on several loci of investigation in seeking to understand virtual gameworlds. First, researchers have scrutinized the concept of the virtual world itself and how it relates to the idea of “the magic circle”. Second, the field has outlined various forms of experienced “presence”. Third, scholarship has noted that the boundaries between the world of everyday life and virtual worlds are porous, and that this fosters a multiplicity of identities as players identify both with themselves-offline and themselves-in-game. Despite widespread agreement that these topics are targets for research, so far those working on these topics do not have mutually agreed-upon framework. Here we draw upon the work of Alfred Schutz to take up this call. We provide a phenomenological framework which can be used to describe the phenomena of interest to Game Studies, as well as open new avenues of inquiry, in a way acceptable and useful to all. This helps to distinguish the core of the field from the supplemental theoretical and critical commitments which characterize diverse approaches within the field

    Digital play and the actualisation of the consumer imagination

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    In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sense-making activity and a resource for the construction of daydreams, as well as anthropological readings of performance, the authors speculate that many performances during digital play are products of consumer fantasy. The authors develop an interpretation of the relationship between the real and the virtual that is better equipped to understand the movement between consumer daydreams and those practices actualized in the material and now also in digital virtual reality. The authors argue that digital virtual performances present opportunities for liminoid transformations through inversions, speculations, and playfulness acted out in aesthetic dramas. To illustrate, the authors consider specific examples of the theatrical productions available to consumers in digital spaces, highlighting the consumer imagination that feeds them, the performances they produce, and the potential for transformation in consumer-players

    “It is Magic”: A Global Perspective on what Technology Means to Youth

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    As technology becomes ever more pervasive, it is increasingly important to understand the relationships between technology and youth. We seek to understand this bond at a global level. We have conducted focus groups and\ud video diaries with middle-school aged children in three different countries: Hungary, India, and Morocco. Our exploration has yielded five themes highlighting the emotional perspectives of youth regarding the devices in their everyday lives: 1) awe and appreciation, 2) fun and entertainment, 3) boredom, 4) communication, and 5) negativity. This paper discusses these themes and their\ud significance

    Explanation and Quasi-Miracles in Narrative Understanding: The Case of Poetic Justice

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    This is the peer reviewed version of the following article: Craig Bourne, and Emily Caddick Bourne, ‘Explanation and Quasi‐miracles in Narrative Understanding: The Case of Poetic Justice’, Dialectica, Vol. 71 (4): 563-579, January 2018, which has been published in final form at https://doi.org/10.1111/1746-8361.12201. Under embargo until 29 January 2020. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-Archiving.David Lewis introduced the idea of a quasi-miracle to overcome a problem in his initial account of counterfactuals. Here we put the notion of a quasi-miracle to a different and new use, showing that it offers a novel account of the phenomenon of poetic justice, where characters in a narrative get their due by happy accident (for example, when the murderer of King Mitys happens to be crushed by a falling statue of Mitys). The key to understanding poetic justice is to see what makes poetically just events remarkable coincidences. We argue that remarkable coincidence is to be understood in terms of a distinctive type of experience quasi-miracles offer. Cases of poetic justice offer a dual awareness of the accidental nature of the events and of a non-accidental process, involving intention, which it appears would explain them. We also extend this account to incorporate how we might experience magic tricks. An account of poetic justice as quasi-miraculous allows us to account for the experience of encounters with poetic justice, as involving the incongruity of seeing design in accident.Peer reviewedFinal Accepted Versio

    We Mean Green Environmental Science Club

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    Lesson Plans for an Environmental Science Club. This club seeks to promote environmental awareness to elementary students through hands-on activities, videos, and discussion

    Performers Playing Themselves

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    An enquiry by Matthew Crippen into how we encounter actors as we perceive them by means of a movies, having encountered them within other movies beforehand. After discussing how we use photographs, he concludes that we cannot help but register the actors as actors as we encounter them enacting rĂŽles. Echoing what filmmakers have said and done and adding to classic accounts of Cavell, Santayana and others, he concludes that the very nature of movies well-nigh invites performers to play themselves

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Coming Out of the Dungeon: Mathematics and Role-Playing Games

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    After hiding it for many years, I have a confession to make. Throughout middle school and high school my friends and I would gather almost every weekend, spending hours using numbers, probability, and optimization to build models that we could use to simulate almost anything. That’s right. My big secret is simple. I was a high school mathematical modeler. Of course, our weekend mathematical models didn’t bear any direct relationship to the models we explored in our mathematics and science classes. You would probably not even recognize our regular gatherings as mathematical exercises. If you looked into the room, you’d see a group of us gathered around a table, scribbling on sheets of paper, rolling dice, eating pizza, and talking about dragons, magical spells, and sword fighting. So while I claim we were engaged in mathematical modeling, I suspect that very few math classes built models like ours. After all, how many math teachers have constructed or had their students construct a mathematical representation of a dragon, a magical spell, or a swordfight? And yet, our role-playing games (RPGs) were very much mathematical models of reality — certainly not the reality of our everyday experience, but a reality nonetheless, one intended to simulate a particular kind of world. Most often for us this was the medieval, high-fantasy world of Dungeons & Dragons (D&D), but we also played games with science fiction or modern-day espionage settings. We learned a lot about math, mythology, medieval history, teamwork, storytelling, and imagination in the process. And, when existing games were inadequate vehicles for our imagination, we modified them or created new ones. In doing so, we learned even more about math. Now that I am a mathematics professor, I find myself reflecting on those days as a “fantasy modeler” and considering various questions. What is the relationship between my two interests of fantasy games and mathematics? Does having been a gamer make me a better mathematician or modeler? Does my mathematical experience make me a better gamer? These different aspects of my life may seem mostly unconnected; indeed, the “nerd” stereotype is associated with both activities, but despite public perception, the community of role-players includes many people who are not scientifically-minded. So we cannot say that role-players like math, or math-lovers role-play, because “that is simply what nerds do.” To get at the deeper question of how mathematics and role-playing are related, we first need to look at the processes of gaming, game designing, and modeling

    Afterlives : introduction

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