Isbn: 9780262039352 - fun, taste, & games: an aesthetics of the idle, unproductive, and otherwise playful (playful thinking) (20 Ergebnisse)

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  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Hardback. Zustand: Good. 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. …

  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Hardback. Zustand: Very Good. 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.…

  • Sprache: Englisch

    Verlag: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

    • Hardcover

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    Hardback. Zustand: Good. 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. …

  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

    • Hardcover

    Anbieter: World of Books Inc, Montgomery, IL, USAWorld of Books Inc

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    Hardback. Zustand: Very Good. 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.…

  • Sprache: Englisch

    Verlag: MIT Press Ltd, US, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

    • Hardcover

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    Hardback. Zustand: New.

  • Sprache: Englisch

    Verlag: MIT Press Ltd, Cambridge, Mass., 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Hardcover. Zustand: new. Hardcover. 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. Reclaiming fun as a meaningful concept for understanding games and play. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. …

  • Sprache: Englisch

    Verlag: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Hardcover. Zustand: New.

  • Sprache: Englisch

    Verlag: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: Penguin Random House, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Zustand: As New. Unread copy in mint condition.

  • Sprache: Englisch

    Verlag: Penguin Random House, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Zustand: New. 2019. Hardcover. . . . . .

  • Sprache: Englisch

    Verlag: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: Mit Pr, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Hardcover. Zustand: Brand New. 1st edition. 239 pages. 8.25x5.50x1.00 inches. In Stock.

  • Sprache: Englisch

    Verlag: MIT Press Ltd, Cambridge, Mass., 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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    Hardcover. Zustand: new. Hardcover. 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. Reclaiming fun as a meaningful concept for understanding games and play. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. …

  • Sprache: Englisch

    Verlag: MIT Press Ltd, US, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

    • Hardcover

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    Hardback. Zustand: New.

  • Sprache: Englisch

    Verlag: MIT Press Ltd, US, 2019

    0262039354 / 9780262039352

    Serie: Buch 7 von 21 - Playful Thinking

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