{"title":"3. Analytical game design : Game-making as a cultural technique in a gamified society","authors":"S. Werning","doi":"10.1515/9789048535200-004","DOIUrl":null,"url":null,"abstract":"This chapter aims to show how designing and modifying games is becoming a “cultural technique” (Kramer and McChesney 2003) similar to reading or writing, and an important requirement for active citizen engagement in an increasingly ludif ied society (Raessens 2006). For that purpose, “constructionist gaming” (Kafai and Burke 2015), i.e. game co-creation, is situated among other critical playing practices like theorycrafting. Numerous examples, from early Flash games created as commentary on the 2003 invasion of Iraq to game jams such as the 2013 GeziJam, demonstrate how grassroots game development can establish ephemeral public spheres for playful citizen intervention. Finally, the chapter outlines analytical game design as a conceptual framework for incorporating these principles into media studies research and educational practice.","PeriodicalId":197781,"journal":{"name":"The Playful Citizen","volume":"70 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Playful Citizen","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/9789048535200-004","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
This chapter aims to show how designing and modifying games is becoming a “cultural technique” (Kramer and McChesney 2003) similar to reading or writing, and an important requirement for active citizen engagement in an increasingly ludif ied society (Raessens 2006). For that purpose, “constructionist gaming” (Kafai and Burke 2015), i.e. game co-creation, is situated among other critical playing practices like theorycrafting. Numerous examples, from early Flash games created as commentary on the 2003 invasion of Iraq to game jams such as the 2013 GeziJam, demonstrate how grassroots game development can establish ephemeral public spheres for playful citizen intervention. Finally, the chapter outlines analytical game design as a conceptual framework for incorporating these principles into media studies research and educational practice.