The Phenomenology of Play

The Phenomenology of Play
Author: Steve Stakland
Publisher: Bloomsbury Publishing
Total Pages: 265
Release: 2024-06-13
Genre: Philosophy
ISBN: 1350424641

Eugen Fink's deep engagement with the phenomenon of play saw him transcend his two towering mentors, Edmund Husserl and Martin Heidegger, to become a crucial figure in early 20th-century phenomenology. The Phenomenology of Play draws on Fink's concept of play to build a picture of his philosophy, from its foundations to its applications. The book's three sections focus on the building blocks of Fink's phenomenology of play, how his work maps onto the broader history of philosophy, and finally how his writing can be applied to contexts from education and care to politics and religion. This rich account of Fink's contribution to theories of play demonstrates its immense value and fundamental importance to human existence. Relating Fink's work to that of his contemporaries and predecessors like Husserl, Heidegger, Schiller, Gadamer, Nietzsche and Sartre shows the range and importance of his ideas to modern European thought. The Phenomenology of Play also features newly translated material including notes from conversations between Fink and Heidegger, and Fink's own essay 'Mask and Cothurnus' on ancient theatre – which shed new light on his philosophical enquiries.

Play as Symbol of the World

Play as Symbol of the World
Author: Eugen Fink
Publisher: Indiana University Press
Total Pages: 360
Release: 2016-06-06
Genre: Philosophy
ISBN: 0253021170

Eugen Fink is considered one of the clearest interpreters of phenomenology and was the preferred conversational partner of Edmund Husserl and Martin Heidegger. In Play as Symbol of the World, Fink offers an original phenomenology of play as he attempts to understand the world through the experience of play. He affirms the philosophical significance of play, why it is more than idle amusement, and reflects on the movement from "child's play" to "cosmic play." Well-known for its nontechnical, literary style, this skillful translation by Ian Alexander Moore and Christopher Turner invites engagement with Fink's philosophy of play and related writings on sports, festivals, and ancient cult practices.

A Play of Bodies

A Play of Bodies
Author: Brendan Keogh
Publisher: MIT Press
Total Pages: 249
Release: 2018-04-06
Genre: Games & Activities
ISBN: 0262345447

An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

Treacherous Play

Treacherous Play
Author: Marcus Carter
Publisher: MIT Press
Total Pages: 151
Release: 2022-02-01
Genre: Games & Activities
ISBN: 0262046318

The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.

Play in Philosophy and Social Thought

Play in Philosophy and Social Thought
Author: Henning Eichberg
Publisher: Routledge
Total Pages: 358
Release: 2018-08-06
Genre: Philosophy
ISBN: 0429838697

To understand play, we need a bottom-up phenomenology of play. This phenomenology highlights the paradox that it is the players who play the game, but it is also the game which makes us players. Yet what is it that plays us, when we play? Do we play the game, or does the game play us? These questions concern the relation between the playing subject and play as something larger than the individual – play as craft, play as rhythm, play between normality and otherness, even play as religion, as a sense of spiritual play between self and other. This goes deeper than the welfare-political or educational intention to make people play or play more, or to advise individuals to play in a correct and useful way. Exploring topics such as identity, otherness, and disability, as well as activities including skiing, yoga, dance and street sport, this interdisciplinary study continues the work of the late Henning Eichberg and sheds new light on the questions that play at the borders of philosophy, anthropology, and the sociology of sport and leisure. Play in Philosophy and Social Thought is a fascinating resource for students of philosophy of sport, cultural studies, sport sciences and anthropological studies. It is also a thought-provoking read for sport and play philosophers, sociologists, anthropologists, cultural studies scholars, and practitioners working with play.

Questioning Play

Questioning Play
Author: Henning Eichberg
Publisher: Routledge
Total Pages: 401
Release: 2016-07-01
Genre: Philosophy
ISBN: 1134821611

What is play? Why do we play? What can play teach us about our life as social beings? In this critical investigation into the significance of play, Henning Eichberg argues that through play we can ask questions about the world, others and ourselves. Playing a game and asking a question are two forms of human practice that are fundamentally connected. This book presents a practice-based philosophical approach to understanding play that begins with empirical study, drawing on historical, sociological and anthropological investigations of play in the real world, from contemporary Danish soccer to war games and folk dances. Its ten chapters explore topics such as: play as a practice of search playing, learning and progress the light and dark sides of play playing games, sport and display folk sports, popular games, and social identity play under the conditions of alienation. From these explorations emerge a phenomenological approach to understanding play and its value in interrogating ourselves and our social worlds. This book offers a challenging contribution to the interdisciplinary field of the philosophy of play. It will be fascinating reading for any student or researcher interested in social and cultural anthropology, phenomenology, and critical sociology as well as the ethics and philosophy of sport, leisure studies, and the sociology of sport. .

Play Anything

Play Anything
Author: Ian Bogost
Publisher: Basic Books
Total Pages: 290
Release: 2016-09-13
Genre: Science
ISBN: 0465096506

How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Games and Education: Designs in and for Learning

Games and Education: Designs in and for Learning
Author:
Publisher: BRILL
Total Pages: 238
Release: 2018-11-26
Genre: Education
ISBN: 9004388826

We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.

Engaging with Videogames: Play, Theory and Practice

Engaging with Videogames: Play, Theory and Practice
Author: Dawn Stobbart
Publisher: BRILL
Total Pages: 297
Release: 2019-01-04
Genre: Social Science
ISBN: 1848882955

This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.