Content Notification: gendered violence, sexism, racism
I imagine an academy filled with feminist killjoys, showing off our scars and canes and mohawks and afros and ponytails, wearing dresses and t-shirts and crop tops and bowties and hijabs. We may or may not have vaginas— that doesn’t matter— and we identify as queer, bi, lesbian, straight, two-spirited, genderqueer, butch, femme, non-binary. We have depression, anxiety, PTSD, myalgic encephalomyelitis (ME), and chronic pain. We play Candy Crush, Resident Evil, Mario Kart, Settlers of Catan, solitaire, and LARP. We keep talking and playing and writing and we can’t be shut up or shut out. We are here. Continue Reading
In this paper I outline three perspectives that emphasize different characters of play: useful; joyful; and willful play. I further argue that designing for willfulness (e.g. rule-bending) will allow players to become game-changers rather than being played.
Generally speaking, computer games have created new arenas for play in several senses. Massive multiplayer online games have spurred, amongst other things, particular forms of social interaction and behavior; mobile and casual gaming has generated new breeds of gamers; the fundamentally code-based underpinnings of computer games make hacks and modifications possible; and grand ambitions of gamification, supported by digitization, even aims to turn ‘anything and everything’ into a race for points and badges. Instead of clearly situating itself within one particular practice, this paper will take an overarching perspective on play. It will go on to propose three perspectives that, in the light of processes such as the increasing specialization, quantification and rationalization of play(Pargman & Svensson), emphasize different characters of play. Continue Reading