ISBN: 9780262039352 - fun, taste, & games: an aesthetics of the idle, unproductive, and otherwise playful (22 risultati)

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  • Lingua: Inglese

    Editore: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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  • Lingua: Inglese

    Editore: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Hardback. Condizione: Good. Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games-the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues-from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.…

  • Lingua: Inglese

    Editore: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Da: World of Books (was SecondSale), Montgomery, IL, U.S.A.World of Books (was SecondSale)

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    Hardback. Condizione: Very Good. Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games-the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues-from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.…

  • Lingua: Inglese

    Editore: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Hardback. Condizione: Good. Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games-the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues-from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.…

  • Lingua: Inglese

    Editore: MIT Press Ltd, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Da: World of Books Inc, Montgomery, IL, U.S.A.World of Books Inc

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    Hardback. Condizione: Very Good. Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games-the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues-from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.…

  • Lingua: Inglese

    Editore: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    hardcover. Condizione: New.

  • Lingua: Inglese

    Editore: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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  • Lingua: Inglese

    Editore: MIT Press Ltd, US, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Hardback. Condizione: New.

  • Lingua: Inglese

    Editore: MIT Press Ltd, Cambridge, Mass., 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Hardcover. Condizione: new. Hardcover. Reclaiming fun as a meaningful concept for understanding games and play."Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games-the aesthetic goal that we measure our experiences and interpretations against.Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues-from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games. Reclaiming fun as a meaningful concept for understanding games and play. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. …

  • Lingua: Inglese

    Editore: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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  • Lingua: Inglese

    Editore: The MIT Press, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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  • Lingua: Inglese

    Editore: Penguin Random House, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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  • Lingua: Inglese

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  • Lingua: Inglese

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  • Lingua: Inglese

    Editore: MIT Press Ltd, 2019

    0262039354 / 9780262039352

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  • Lingua: Inglese

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    Hardcover. Condizione: Brand New. 1st edition. 239 pages. 8.25x5.50x1.00 inches. In Stock.

  • Lingua: Inglese

    Editore: MIT Press Ltd, Cambridge, Mass., 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Hardcover. Condizione: new. Hardcover. Reclaiming fun as a meaningful concept for understanding games and play."Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games-the aesthetic goal that we measure our experiences and interpretations against.Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues-from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games. Reclaiming fun as a meaningful concept for understanding games and play. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. …

  • Lingua: Inglese

    Editore: MIT Press Mär 2019, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Buch. Condizione: Neu. Neuware - Reclaiming fun as a meaningful concept for understanding games and play."Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggageit seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and gamesthe aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issuesfrom workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games. …

  • Lingua: Inglese

    Editore: MIT Press Ltd, US, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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    Hardback. Condizione: New.

  • Lingua: Inglese

    Editore: MIT Press Ltd, US, 2019

    0262039354 / 9780262039352

    Serie: Libro 7 di 21 - Playful Thinking

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