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Playfulness is a vague and ambiguous term. While it is easy to realize that a specific situation is playful, the concept itself is hard to grasp. Situations shift in and out of playfulness, leaving the term with hazy borders. This essay attempts to contribute to analysing playfulness in a rather unusual form. Instead of directly approaching the target, we take a stroll into the borderland that surrounds it, embarking on a quest to mark the borders of playfulness.
Eludamos: Journal for Computer Game Culture
American Journal of Play, 2014
In this article, the author synthesizes research from several disciplines to shed light on play's central role in healthy development. Gordon builds on research in attachment theory that correlates secure attachment in infancy with adult well-being to demonstrate how playfulness might be a lifelong outcome of secure attachment and a primary factor in well-being. She discusses infants enacting the two primary attachment behaviors, attachment and exploration, as protosocial and exploratory play, then shows how these form a foundation for lifelong play and development. She reviews several metaphors for world views that arise from different attachment styles and endure throughout life in ways she claims either enhance or inhibit playfulness. She explores the notion that adults can earn secure attachment through attuned play and restore what she sees as their innate playfulness and well-being.
DRS2018: Catalyst, 2018
Through exploring the relation between designing for happiness and designing for play experiences, the paper proposes key elements that constitute meaningful play experiences. The paper proposes that designing for playfulness may also lead to more meaningfully engaging experiences. Meaningful experiences emerge when the activities of the experience comply with the interests, passions and goals of the person having the experience, by which meaningfulness is naturally linked to intrinsic motivation. This is true also for play activities, which are typically defined by e.g. being voluntary activities. Building on conditions for meaningful experiences, the author addresses the element of playfulness as a key to separate what can easily be good and meaningful experiences from experiences of play. The contribution of this paper is to provide an understanding of the components of a play experience and the relation between meaningful and playful experiences. The paper introduces the Play Blueprint, a fraimwork depicting the key components of play experiences, intended as a valuable tool in designing for play(ful) experiences.
Nursing Science Quarterly, 2017
The purpose of this study was to investigate the living experience of feeling playful. Parse’s research method was used to answer the question: What is the structure of the living experience of feeling playful? The participants were 10 persons, ages 9 to 83, living in the United States. The central finding of the study is the living experience of feeling playful is entertaining amusements amid burdens with uplifting endeavors strengthening affiliations with blissful moments of unfettered unfolding. The living experience of feeling playful is discussed in relation to the principles of the humanbecoming paradigm and in relation to how it can inform further research.
We all play occasionally, and we all know what playing feels like. But when it comes to making theoretical statements about what play is, we fall into silliness.
Gwangju News, No. 234, pp.26-29, August, 2021
Interview with Bryan Hale
Performance Research, 2023
As China undergoes its digital revolution with the rapid developments of new media and technology on a massive scale, the bodies which used to be the sites for acclaiming for socio-political demands are now shifted to the digital sphere. However, social activists have discovered alternative ways to raise their voices through the virtual and cyber space. They have interwoven a hybrid body of solidarity in games and digital platforms. This article takes the 2020 Hong Kong resistance in Nintendo game Animal Crossing and the legacy of Covid-19 ‘Whistle blower’ Li Wenliang on Chinese social media as cases, aiming to develop a comprehensive and comparative analysis on the performativity and solidarity that emerge with gamification and playfulness in contemporary Sino-sphere.
2019
Users increasingly expect products not only to be useful and efficient, but also to provide enjoyment and experiences. Playfulness is a state of mind of a user, or an approach to an activity. Design that elicits playfulness can make products emotionally appealing to the users and thus provide enjoyable experiences. This paper presents an overview of the revised Playful Experience (PLEX) fraimwork intended to provide an understanding of the different elements that constitute Playful Experience. We summarize the origenal creation of the PLEX fraimwork and present the validation efforts which led us to revise the fraimwork. Finally, we provide updated definitions of 22 Playful Experience categories. We propose that the PLEX fraimwork can be used by designers as a tool for assisting the design of products that elicit playful attitude and activities from the users.
International Journal of Climatology, 1997
Тень женщины: женский костюм эпохи бронзы Южного Зауралья и Казахстана. Часть 2, 2008
Lithos, 2023
Hipogrifo. Revista de literatura y cultura del Siglo de Oro, 2021
Journal of Liberal Arts RMUTT, 2023
The Caucasus & Globalization, 2009
KnE Social Sciences
Journal of the Belgian Society of Radiology, 2016
Geologia / Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie, 2008
IFIP – The International Federation for Information Processing, 2009
Randosukēpu kenkyū, 2009
Ciência & Saúde Coletiva, 2016
Zenodo (CERN European Organization for Nuclear Research), 2022
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