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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 !