1,260,202 research outputs found

    Life as Game: A Theory Elaboration

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    Throughout history, individuals and groups have attempted to manage how they are seen in the public eye. People usually play interaction games with their audiences in order to make themselves appear more positive and desirable. Some cases, however, include individuals or groups who do not want to fit in, and who do not want to appear desirable. This analysis examines Goffman\u27s theory of impression management with the metaphor, ltfe as game.The theory is applied to two cases of differing orgatizational level-an individual, Malmard James Keenan, and a large, complex organization, the R. J. Reynolds Tobacco Company. Theory elaboration is an integral part of studying social theories. When new social groups, patterns, or norrns emerge, new ways to think about society must be introduced. Theory elaboration is, according to Vaughan, the process of refining a theory, model, or concept in order to specify more carefulty the circumstances in which it does or does not offer potential for explanation. Theory elaboration allows social theories to remain relevant and applicable to the societies in which they were created. Some consider that, the examination of data with theory elaboration as the goal is seen. . . as a major (if not the major) building block of a positive science. Therefore, the Evaluation and Elaboration sections of this essay depart from the application of Goffman\u27s ideas and examine his theory for holes or insufficiencies, so that new definitions may be created to increase the relevance of life as game to societal interaction. Through a comparative case analysis, it is discovered that Goffman\u27s theory must be elaborated upon to include a definition of a team metaphor, instead of only describing individual interaction; room must also be made for individuals whose motivation is not to gain advantage by appearing desirable to an audience

    Automata Quest: NCAs as a Video Game Life Mechanic

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    We study life over the course of video game history as represented by their mechanics. While there have been some variations depending on genre or "character type", we find that most games converge to a similar representation. We also examine the development of Conway's Game of Life (one of the first zero player games) and related automata that have developed over the years. With this history in mind, we investigate the viability of one popular form of automata, namely Neural Cellular Automata, as a way to more fully express life within video game settings and innovate new game mechanics or gameplay loops.Comment: This article was submitted to and presented at Alife for and from Video Games Workshop at ALIFE2023, Sappro (Japan

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life

    The Economists' Quartet - A Game, not a Theory

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    In this paper we introduce a new card game called The Economists' Quartet. Its aim is twofold: it is designed to make students interested in the life of contemporary and former economists and their most important ideas, as well as be an entertaining pastime for 'grown-up' post graduate economists. We will describe three different versions of the game, their rules and strategies, and add some interesting parallels to life in the academic world of economists. The first version is a two-person noncooperative game, where the achievements of two economists are compared to each other. The second version is a multiple person game where the players have to collect complete quartets (i.e. set of four economists) by drawing cards from each other. Although every version has its specific advantages, we especially recommend the third version of the game which is a multiple person game with bargaining, where the players have to find corresponding pairs of two economists. This third version of the game is the most demanding one, since winning the game depends largely on knowing much about the economists, their work and ideas. We conclude with some considerations about playing the game and an outlook to future versions of The Economists' Quartet. To avoid misunderstandings, we want to point out that we do not examine any specific economic question here, we just want to provide a card game about economists made by economists for economists.

    Life in game : a glancing about theatre as scholarship learning.

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    Artículo desprendido de tesis doctoral, ya defendida, dirigida por la Dra Carina Kaplan. Objetivo principal: indagar las representaciones sociales de docentes de teatro y los ecos representacionales del resto de la comunidad educativa, acerca del aprender-enseñar teatro en la escuela y su posible impacto. Con metodología cualitativa etnosociológica y base en la teoría de las representaciones sociales, se acudió a diversas fuentes: documentos, entrevistas, observaciones, relatos biográficos, que ofrecieron importantes potencialidades investigativas. Los resultados, sintetizados en este artículo, dan cuenta de la medida en que estas RS tiñen la valoración de la presencia de este espacio curricular en las escuelasThis article is detached from doctoral thesis already defended by Dra. Carina kaplan. Main objective: inquire to social representations about teachers of theatre and representationals echoes in the rest of educational community. All this about theatre teaching and learning in the school and its probably impact. The metodology is qualitative ethnosociological and basical in the social representations theory. We turn to various sources: documents, interviews, observations, biographical narratives, those which offered us very important investigative potential. Results, synthesized in this article tell us about the measure this RS stained the valuation of curricular space presence at schoolFil: Trozzo, Ester. Universidad Nacional de Cuyo. Facultad de Artes y Diseñ
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