Homo Ludens
Title | Homo Ludens PDF eBook |
Author | Johan Huizinga |
Publisher | Beacon Press |
Pages | 244 |
Release | 1971-06-01 |
Genre | Social Science |
ISBN | 9780807046814 |
An essential reference for all game designers, this 1938 classic is “a fascinating account of ‘man the player’ and the contribution of play to civilization” (Harper’s). In this classic evaluation of play that has become a “must-read” for those in game design, Dutch philosopher Johan Huizinga defines play as the central activity in flourishing societies. Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or “man the player” through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come.
Homo Ludens
Title | Homo Ludens PDF eBook |
Author | Johan Huizinga |
Publisher | Taylor & Francis |
Pages | 244 |
Release | 1998 |
Genre | History |
ISBN | 9780415175944 |
First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.
Contemporary Homo Ludens
Title | Contemporary Homo Ludens PDF eBook |
Author | Halina Mielicka-Pawłowska |
Publisher | |
Pages | 373 |
Release | 2016 |
Genre | Civilization |
ISBN | 9781443896986 |
"Play allows the fulfilment of one's dreams, yet also teaches subjugation to the norms governing daily life. Furthermore, traditional forms of play, transmitted from one generation to another, guarantee a culture's continuance and perpetuation in time. Contemporary forms of play integrate a populace, creating a specific community of laughter which places a high value on individuality and the ability to lead social games. Play invalidates social divisions, but also diversifies behaviours through the introduction of changes in the rules, depending on the age of those engaged. Furthermore, it adapts to the forms by which social reality is created, as well as that reality's goals, which, in turn, impart sense and meaning to something which, of its own nature, seems deprived thereof."
Man, Play, and Games
Title | Man, Play, and Games PDF eBook |
Author | Roger Caillois |
Publisher | University of Illinois Press |
Pages | 228 |
Release | 2001 |
Genre | Games & Activities |
ISBN | 9780252070334 |
According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.
Playful Identities
Title | Playful Identities PDF eBook |
Author | Michiel de Lange |
Publisher | |
Pages | 0 |
Release | 2015 |
Genre | Computer games |
ISBN | 9789089646392 |
In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
In the Shadow of Tomorrow
Title | In the Shadow of Tomorrow PDF eBook |
Author | Johan Huizinga |
Publisher | |
Pages | |
Release | 2019 |
Genre | |
ISBN | 9781950970117 |
The Gameful World
Title | The Gameful World PDF eBook |
Author | Steffen P. Walz |
Publisher | MIT Press |
Pages | 687 |
Release | 2015-01-16 |
Genre | Computers |
ISBN | 026202800X |
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.