16,229 research outputs found

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

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    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    Novice Collaboration in Solo and Accompaniment Improvisation

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    (Abstract to follow

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal

    Exploring the culture of Greek children’s musical games in the school playground: An ethnographic study

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    This article reports findings from an ethnographic study investigating the culture of children’s musical games played in school playgrounds. The research took place in nine primary schools in Greece and lasted for 6 months. Data collection methods included open observation of children aged 6 to 11 years, focused small-group observation, semi-structured interviews of 53 children (aged 8–11 years), and video recordings of the children’s musical games. Analyses of the research data, in light of the relevant literature, revealed the physical and human geographies of musical games, gender preferences, transmission sources and processes, learning and teaching practices, improvisations and variations, and communication among participants. The article concludes with implications for music education research and practice

    Body Commons: Toward an Interdisciplinary Study of the Somatic Spectacular

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    Recently, many Western societies have indulgently produced and consumed a new theatre of corporeality. In this paper, we explore the explosion of corporeal (kinesthetic) forms as evidenced in mass-media discourse—as evoked by ‘reality’ television shows like Dancing with the stars and So you think you can dance?, and in contemporary agent provocateurs such as the spectacle and spectacular(ised) Lady Gaga. Drawing on Turner’s (1992) notion of the ‘somatic society’, Shilling’s (2006) theorizing on the body sociological, and McLaren’s (1995) Freire-inspired examinations of critical pedagogy, we argue that these forms share, we suggest, commonalities with the spectacularised and politicised physcailties of sporting bodies oft-polemicised by body sociologists, feminist critics, and cultural studies scholars (to name but a few). Each is thrust into public sphere is heretofore unimaginably spectacular ways; each is judged, subjected, and disciplined along performative norms; each is transformed into somatic currency for capital accumulation. Thusly, we offer a new lens toward a radically-contextually, anti-disciplinary, corporeally-engaged, critical (public) body pedagogic

    Video Game Sound as Educational Space

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    Synergizing fields such as music theory, computing, musicology, cognition, and psychology, scholars and practitioners have approached game music from many directions. However, research on pedagogical usages of game music is still emerging. While many education scholars have researched game-based-learning (Bourgonjon et al, 2013; SimĂľes, Redondo, & Vilas, 2013; Beavis, Muspratt, & Thompson, 2015; Hamari et al, 2016), music education authors have largely remained distant from ludomusicology (the study of music as it relates to play). I intend to bridge that gap by examining the intersections of game music and sound, player interaction, and learning. My research synthesizes the work of Naxer (2020) and Grasso (2020), as the latter has studied affective player experience regarding music and the former has considered the pedagogical implications of game elements in a music learning environment. The purpose of this phenomenological study was to explore experiences related to learning and sound in video games. I sought to answer the following research questions: How do players construct meaning from game sound? What are the educational spaces created by the interaction of game sound and players? Participants (N = 9) engaged in a virtual focus group interview designed around the popular model of Twitch streaming, as well as subsequent individual virtual interviews. I used an iterative coding process to analyze interview transcripts and Zoom chat text, through which themes of kinesonority and affect emerged

    Intra-active signatures in Capoeira: more-than-human pathways towards activism

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    This paper is informed by interdisciplinary research, practice and activism (Allegranti and Silas 2014; 2016, 2017) combining dance movement psychotherapy, cognitive neuroscience and the Afro-Brazilian art of Capoeira. Framed by feminist new materialism and posthumanism (Manning 2013; Harraway 2012; Barad 2007), and as an antidote to our global crisis, this writing foregrounds conceptual and political discourses that work towards counterhegemonic understandings of bodies, affect, brain activity and relating. Here, we present case studies arising from our ‘Capoeira Lab’ a hybrid laboratory, dance studio and psychotherapeutic space that demonstrates more-than-humanism in action, and what happens when insights from psychotherapy, neuroscience and capoeira are read through one another. To paraphrase Barad (2007), we propose Intra-active Signatures: a distributed and dynamic process between bodies, technology and environments – typified by the capoeira exchange. This more-than-human focus dislocates the centrality of the human and the cognitive bias instead, yielding ecologically renewable and neurodiverse ways human-environment relating and enacting ethical change. Ripples of move- ment in relating evolve micro acts of activism

    Teens, Video Games, and Civics

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    Analyzes survey findings on trends in teenagers' video gaming, the social context, the role of parents and monitoring, and the link between specific gaming experiences and civic activities. Explores gaming's potential as civic learning opportunities
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