An International Conference
October 8-10, 1999
Massachusetts Institute of Technology
Playing with New Media
Moderator: Janet Sonenberg
Rules
/ Play / Culture: A Model for Designing Play
Eric Zimmerman, NYU and Parsons School of Design
My presentation proposes
a model for understanding the design of play across digital and non-digital
media. Designed play is a multivalent experience which can be framed along
three axes:
1. RULES: the formal structures,
spaces, and objects of play
2. PLAY: the play experience
that emerges when the rules are inhabited, manipulated, and explored by
players
3. CULTURE: the ways in
which both rules and play are embedded in and determined by larger cultural
spheres
Aided by plenty of
audience participation, I will explore and reframe play in many ways: as
a dynamic system, as emergent complexity, as pleasure, as representational
space, and as a model for ethics. My presentation is part of a larger project
of establishing a critical discourse for interactive design that bridges
theory and practice. |
Digital
Technology, Transformation and Aesthetic Invention
Ron
Burnett, Emily Carr Institute of Art and Design
This paper will explore
some of the crucial developments that have transformed the terrain of technology,
education, art and culture. These changes will have a profound effect not
only on the social and political structure of advanced industrial societies,
but on the ways in which we see ourselves, act upon and within the communities
of which we are a part and how we create meanings, messages and information
for the proliferating networks that now surround us. |
Instant
Re-Players -- From Sports Fans to Video Game Players: A Cognitive History
Tom
Kemper, Crossroads School for Arts and Sciences
Employing recent developments
in cognitive theory, this paper examines how sports spectators engage in
an intertextual process of game play which simultaneously recalls their
experience of spectatorship across the board (in television, video games,
and spectator sports) as well as tapping into their experience -- real
or imagined -- in participant sports. Video games thereby become positioned
within a historical line of sports spectatorship and its attendant notions
of interactivity and empowerment. |
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