Hc2

  • Uploaded by: 18td1280
  • 0
  • 0
  • November 2019
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Hc2 as PDF for free.

More details

  • Words: 1,921
  • Pages: 50
Nieuwe medi a en popul ai re cul tuur: Game cul tu ur (2008- 2009 ) Col lege 2 (18 november) : Part ici pati e e n educati ef ontwerp   Joost Raessen s

Wat gaan we doen vandaag? 4. 5. 6. 7.

Com puter games as parti ci patory medi a cul ture (tekst 1) Voor beeld: Pl ayi ng pol iti cs Game design and meani ngf ul pl ay (teks t 2) Pl aying hi story (tekst 3)

1. Comp ute r g ames as part icipato ry media culture Dr ie dom ei nen van par ticipati e: E. Interpre tati e (de cons truct ie ) F. Recon figuratie G. Constr ucti e

B. Interpret atie Cult ural S tud ie s br eekt met: • •

Hoge ver su s l ag e k un st /cu ltuur Passieve publiek, pub liek als slacht offer (Horkheimer, Adorno over cult uu rindustr ie )

Dr ie l ez ingen Lar a C rof t: • • •

Dominant e lez ing (“harmless dream wom an” ) Onderhandelende lezing (“postfeminist icon” ) Opposi tionele lezi ng (“ female enemy number one”)

Deconst ructi e Fri edm an: “Learning and winning a comput er game is a pr ocess of demystificat ion” Tur kl e: • Simulat ion resig nation • Simulat ion de nia l • Simulat ion un der standing

Mediaw ijsheid (R aad voor Cultuur , 2005)

B. Reconf igurati e Explora tie van onbekende w er elden en select ie van voorge programmeerde mogelijkheden

C. Cons tructi e Modificatie van bestaande games en maken van nieuw e games

Parti ci pati e in pol iti ekideologi sch perspecti ef • • •

Top-down versus bottom-up Hom oge niser ing ver sus het erogenisering De r ealiteit ver su s he t mo geli jke: Gam es en de werkelijkheid zijn open-source (www. yout ube. com )

2. Voorbeeld : P layin g politic s “Poli ti cs is a fasci nat ing gam e” Harry S. T ruman 33d Presi dent of t he U ni ted States

Frami ng (George Lakof f)

Tax rel ief : Tax is an aff licti on Resul t: Hero takes t hi s af flict ion aw ay (Bush), bad guy tri es to stop hi m (Kerry) “I’m agai ns t tax reli ef ”: you’ re still trapped into a cons er vati ve wor ldvi ew Farah Kari mi (Groen Links) : “The fai lur e of the war on

Conser vat ive fram es : • Taxati on is an af flict ion • War on terr or • Cl imat e change • Stri ct father Dem ocrati c frames: • Taxati on is an inves tm ent • War in Iraq • Gl obal warm ing • Nur turant parent

‘Geor ge Bush and the myth of t West’ (R aessens, 2003)

he Wild

“Fram es ar e m ental str uctures that shape the w ay we see the worl d. As a result, they shape the goal s we seek, the pl ans we make, the way we act, and what counts as a good or bad out com e of our acti ons…

... In pol it ics our fram es shape our social pol icies and the ins tit utions we f orm t o carry out pol icies. To change our fram es is t o change al l of thi s. Ref rami ng is soci al change” (Lakof f, 2004, p. xv)

John Kerry: Tax Invaders (RNC , 2004) Massi ve tax increases sai d to be requi red to pay for Kerr y’s promi sed spendi ng

Space Invaders (Tai to, 1978)

John Kerry’s Tax Invaders (RNC , 2004)

Dar fur is Dying (mt vU , 2005) Based upon the (democr atic) metaphor of the ‘nurturant ’ parent: “In forei gn poli cy the rol e of the nati on shoul d be to promot e cooperati on and ext end these val ues to the worl d” (Lakof f)

Goal of Darf ur is D yi ng : •

To acti vel y hel p stop the cri sis in Darf ur whi le pl aying the game



Websi te of fers the pl ayer al l ki nds of poss ibi liti es ‘to take acti on’ outsi de the game

The (conservati ve) m etaphor the ‘st rict f at her’:

of

“In forei gn af fai r the gov er nment shoul d mai ntai n its soverei gnty and impose its m oral authori ty ev er ywhere it can, whi le seeki ng its sel f-interest (the econmi c sel f-interest of corporati ons and m ili tary

Medi um- speci fic way comput er games frame pol iti cal issues Procedural • • • • •

repr es ent ation:

Embodi ed acti vi ties Represent pol iti cal issues Si mul ate procedures Ideol ogical ly color ed rul es Master to wi n the game

There are thr ee l evel s of medi um- speci fici ty: C. D. E.

A reconf igurat ive level A deconstruct ive lev el A construct ive lev el

See: ‘C omput er games as parti ci patory medi a cul ture’ , in Handbook of Com puter Game Studi es (M IT Press,

A. Reconf igurati ve level New, m aybe more ef fecti ve ways of propaganda Why? Pl ayers are act ors i n the scenar io’s the game represents. John Kerry’ s Tax Invaders and Darf ur is D yi ng not onl y verbal ize and visual ize the metaphors of thef t and the ‘nur turant’

B. Decons tructi ve l evel Chal lengi ng the game’ s bui lt- in as sum pti ons or f rames as a means of consci ousnessrai sing Why? To wi n the game you have to figure out what wi ll work wi thi n the rules of the game. A gam e i s played over and ov er unti ll al l the gam e’s

3.

Si mul ati on resignat ion: Pl ayers sur render to the seduct ion

2. Sim ulat ion deni al : They deny the importance of the simulat ion 3. Simul ati on understanding: They lear n to deconstr uct

C. Cons tructi ve l evel Wi thi n DIY- cul ture constructi ng and reconstructi ng frames is emanci pati ng and li berati ng Why? Meta- gami ng shows that real ity i s ‘open source’ , meta- gam ers have the abi lity to rethi nk and redesign worl ds usi ng enti rel y new rul e set s. Result: pl ural ity of

Two questi ons 1. A re pol iti cal com puter games powerf ul tool s? How do we know? Ef fecti ve: because they • rewar d the ri ght behavi or? (Konij n) • Not ef fecti ve: pl ayers know it is just a game (Jans z) 2. D o pl ay er s res ist the message or not? Do they give

3. Game d esign and meanin gful p la y (t ekst 2) C. D. E. F.

Meaningful play Fr am ing Interact iv iteit The magic circle

A. Meani ngf ul play Salen & Z im mer man: “The goal of successful game de sign is t he cr eation of meaningful play” (p . 60 ) A. De scr iptive definiti on ( a description of t he way games operat e): “M eaningful play in a game emerg es f rom the r el at ionship bet ween player act ion and sys tem out come ” (p. 60)

B. E valuat ive defi ni tion (an evaluation of t he way games operat e): “M eaningful play occur s when the re lationships betw een a ctions and out come s ar e bo th discernable and int egrated int o the lar ger cont ex t of t he game” (p. 61) Discern abi lity: tells players what happened Int egrati on: le ts players know ho w it will affect the r est of the game (p. 62)

B. Fram ing 1. Frequ en cy 1550 als for meel systeem van r eg els: • • • •

Objec ten: spelers Kenmerken: iedereen begint in specifieke wijk Interne r el aties: ene groep pelgr im s ster ker dan de andere Omge ving: A mste rdam

2. Framing Fr equency 155 0 al s cult ureel sys teem: • • •

Wat zijn educatie ve ef fecten? Wie speelt het ? Wat is f unct ie va n s pel ? Anar chie (decen trer en) of aanpassin g aan te chnologie (centr eren)?

C. Interact ivitei t 3. 4. 5. 6.

Interpre tive parti cip ation (JR = int erpr etatie) Funct ional inter act ivity (int erface, re spon se t im e) Explicite in teract ivity (JR = re configurati e) Cult ural par ticipat ion (JR = constr uctie)

D. The magi c ci rcl e “This is the problem of the way w e get int o and o ut of t he play or game … what ar e the codes w hi ch g ov er n th es e ent ries and exits?” (Sutt on Smith) “The frame of a game is w hat communicates t hat those cont ai ned w it hin it ar e ‘pl ay ing’ and t hat th e space of pl ay is sepera te in som e way from t hat of th e real world”

4. Pla ying his to ry (te kst 3 ) • • • •

Frequency 1550 Leerresul taten Lopend onderz oek Nati onaal H istori sch Museum

A. Frequency • • • •

1550

Back- story Technol ogi sche inf rastructuur Doel van het spel Opdrachten

B. Leerresul tat en Cr eati e • Const ruct ionisme • Instructi oni sme • Expl orati e, sel ecti e en cons tructi e = par tici pat ie

Di gi tal e levens sti jl • • • •

Moti vati e paradi gma Ver st er ki ngs par adigm a Mi x van bei de Probl em en: ficti e/r eali teit; ver haal /game; scenari o; ti jd; leren/pl ez ier

Soci aal l er en • •

Af hankeli jk ler en: spel , tacti ek etc. Onaf hankeli jk leren: ei gen ver antwoordel ijkhei d; speci fieke kenni s & vaar di gheden

Presentati e en ref lecti e • •

Presentati e: ouders, vrienden, kl asgenoten Ref lecti e: ident itei t

Ges chi edeni s • • • •

Leerz aam; ver geli jki ng tradi ti oneel onderwi js Test Probl em en: veel opdr achten, compl ex, veel leerdoel en “Hoog” en “l aag” ( Vatti mo)

C. Uitgebrei d onderzoek • • • •

Kenni s van ges chi edeni s Impact gam e-ver haal Cogni ti eve vaardi gheden Lev ensl ang leren

D. Nati onaal H istori sch Museum • • • •

Kenni s van Neder landse ges chi edeni s en i dent it ei t Di scuss ie “Envi ronment al stor ytel ling” Bel ang games

Related Documents


More Documents from ""