Playframes: How Do We Know We Are Playing?

Pearce, Celia, Murray, Janet H.

  • 出版商: MIT
  • 出版日期: 2024-12-17
  • 售價: $2,370
  • 貴賓價: 9.5$2,252
  • 語言: 英文
  • 頁數: 338
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 0262550814
  • ISBN-13: 9780262550819
  • 尚未上市,無法訂購

相關主題

商品描述

An exploration of how we know we're playing and what happens when we don't.

Playframes builds on the work of Gregory Bateson and Irving Goffman to take a deep dive into Bateson's primary question: How do we know we're playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message "this is play." This "big tent" approach covers a broad swath of playframes, ranging from theme parks to cosplay, board and video games, and sports and describes how spatial and temporal frames, as well as artifacts such as costumes and uniforms, toys, and sports equipment, let us know when a play activity is underway.

Pearce teases out distinctions between ritual and play activities, including social practices in which they merge or are indistinguishable, as well as incidents of frame breach or misalignment, where participants' perception of "what is going on" diverges. These principles are illustrated with a series of four topical studies that explore various scenarios in which play and non-play contexts are juxtaposed or blurred. These span from delightful (fan convention cosplay and simulated and virtual weddings) to confusing (virtual currency and bitcoin) to dangerous. Building on recent research, the book culminates with an in-depth analysis of the gaming roots of the January 6 Capitol insurrection and argues that playframe breach and deliberate misalignment were the major contributing factors.

商品描述(中文翻譯)

一項探索我們如何知道自己在玩耍,以及當我們不玩時會發生什麼的研究。

《Playframes》基於Gregory Bateson和Irving Goffman的研究,深入探討Bateson的主要問題:我們如何知道自己在玩耍?在這本書中,Celia Pearce通過建立一個全面的理論,來解釋傳達「這是玩耍」的特定機制。這種「大帳篷」的方法涵蓋了廣泛的遊戲框架,從主題公園到角色扮演、桌上遊戲和電子遊戲,以及體育運動,並描述了空間和時間框架,以及服裝、制服、玩具和運動器材等物品,如何讓我們知道何時進行遊戲活動。

Pearce釐清了儀式和遊戲活動之間的區別,包括它們合併或無法區分的社會實踐,以及框架違規或不對齊的事件,這些事件中參與者對「正在發生什麼」的感知出現分歧。這些原則通過一系列四個主題研究來說明,這些研究探討了遊戲和非遊戲情境交錯或模糊的各種情境,範圍從愉快的(粉絲大會的角色扮演和模擬及虛擬婚禮)到令人困惑的(虛擬貨幣和比特幣)再到危險的。基於近期的研究,這本書以對1月6日國會大廈叛亂的遊戲根源的深入分析作結,並主張遊戲框架的違規和故意的不對齊是主要的促成因素。

作者簡介

Celia Pearce is the author of Communities of Play (MIT Press) and IndieCade: A History. Her award-winning game designs include Virtual Adventures and eBee, an electronic quilt game, which won the 2017 award for Most Innovative Board Game at the Boston Festival of Independent Games. She is also a cofounder of IndieCade and Co-Executive Director of the Playable Theatre Project.

作者簡介(中文翻譯)

Celia Pearce 是《Communities of Play》(麻省理工學院出版社)和《IndieCade: A History》的作者。她獲獎的遊戲設計作品包括《Virtual Adventures》和《eBee》,這是一款電子拼布遊戲,於2017年在波士頓獨立遊戲節獲得最具創新桌上遊戲獎。她也是 IndieCade 的共同創辦人及可玩劇場計畫的共同執行董事。