1020_litreviewoutline

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  • 8/3/2019 1020_LitReviewOutline

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    Introduction

    - General topic:- Technologys role in shaping our experience of virtual and physical spaces.- Our relationship to the real world in relationship to simulation & representation.

    - Our relationship to technology in relationship to our notions of work and play.- Current values, emotions, and behaviors promoted through technology.- Overall trends:

    - Most current research specific to one sphere- Playgrounds, Games, Urban spaces, Business, Technology, etc.

    - Historic research doesnt account for our increasingly digital existence.- But includes interesting insights about larger issues.

    - Reasoning:- Interested in ways advances in technology can facilitate spaces for humans to

    " work and play in their own way.- Criteria for organization:

    - Context of work & leisure- Spectrum of experiences & values

    " " " - Built environment" " " - Magic circles" " " - Abstract environments" " - Bigger Picture goalsBody

    -Work/Leisure" - Historical Context

    - Changing Perspectives on the work-leisure relationship

    - Work-leisure: a history of ideas- The Built Environment: The tangible world.

    - Hacking Urban space for humans desires- Multi-purpose

    " " " -Contesting the public realm: Struggles over public space in LA! ! ! -Insurgent public space

    - Play- Super Gaming: Ubiquitous play & performance for massively

    scaled community- Play in the city: Parkour & Architecture- The art of displacement: Parkour as a challenge to social

    perception of body & space- From obstacle to opportunity: Parkour, leisure, and the

    reinterpretation of constraints.- Explicitly designed physical space for human play

    - For children- Entyrely fun playgrounds- Design for play- Design of childrens play environments

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    - For adults- Coney Island: The peoples playground- Weird & Wonderful: The dime museum in america- St. Louis City Museum Case study

    - Games & Play: The magic circle.

    - In real life- Homo Ludens- New Games

    - Ubicomp & mixed realities- Urban Computing and its discontents- Situated Advocacy- Reality is Broken- Jesse Schell: When games invade real life- Killscreen: The public play issue- Robin Hunickie talk @ Lift Conference

    - Game Design

    - Friends on play podcast- Game Studies: Sims, Battlebots, Cellular Automata, God, and Go- Rules of Play- Real-time research: Improvisational game scholarship

    - Abstraction: The intangible world.- Hacking & Life

    - Hacking Design- A Hacker Manifesto- Hackers & Painters

    - Critical Media Studies- First Person: New media as story, performance, and game

    - Instrumental methods and curricula for values conscious design- Sustainable play: Towards a new games movement for the digital age- Biases in Computer Systems- Interview with Kellee & Robin

    - Bigger Picture- World Building in a crazy world- Design Fiction

    Conclusion

    - Major contributions

    - Flaws & Inconsistencies- Relationship to larger areas of study !