{"title":"Making Play Work 4D","authors":"Neha Kumar","doi":"10.1145/3410404.3423541","DOIUrl":null,"url":null,"abstract":"The United Nations' Sustainable Development Goals, like other mechanisms for conceptualizing societal wellbeing, center problems that are of immediate and pervasive importance: gender equality, world hunger, global health, quality education, and more. These are challenges of global relevance to be examined, engaged, alleviated, and we have little time at hand to do so. What most frameworks for global and social change frequently sideline is the role that leisure, or play, might have in supporting these tremendous pursuits towards making the world a better place for all. Implicit in these tensions is the assumption that play is not high enough a priority, not low enough in Maslow's hierarchy of needs, and therefore not anywhere in the plans that researchers and practitioners of global, sustainable development tend to foreground. What then is play good for? How might it open us up to imagining new and different futures? In this talk, I will begin with my initial encounters with play and leisure, the path my early explorations took me on as I grappled with these questions that it raised, introducing the audience to the work of others that offered inspiration along the way. I will draw connections with research efforts in the CHI PLAY community, and conclude by raising questions for the audience to engage with around making play work 4D, or for development.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"61 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3410404.3423541","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

The United Nations' Sustainable Development Goals, like other mechanisms for conceptualizing societal wellbeing, center problems that are of immediate and pervasive importance: gender equality, world hunger, global health, quality education, and more. These are challenges of global relevance to be examined, engaged, alleviated, and we have little time at hand to do so. What most frameworks for global and social change frequently sideline is the role that leisure, or play, might have in supporting these tremendous pursuits towards making the world a better place for all. Implicit in these tensions is the assumption that play is not high enough a priority, not low enough in Maslow's hierarchy of needs, and therefore not anywhere in the plans that researchers and practitioners of global, sustainable development tend to foreground. What then is play good for? How might it open us up to imagining new and different futures? In this talk, I will begin with my initial encounters with play and leisure, the path my early explorations took me on as I grappled with these questions that it raised, introducing the audience to the work of others that offered inspiration along the way. I will draw connections with research efforts in the CHI PLAY community, and conclude by raising questions for the audience to engage with around making play work 4D, or for development.
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制作游戏工作4D
联合国的可持续发展目标,就像其他将社会福利概念化的机制一样,关注的是具有直接和普遍重要性的问题:性别平等、世界饥饿、全球健康、优质教育等等。这些都是与全球相关的挑战,需要加以审查、应对和缓解,而我们手头几乎没有时间这样做。大多数全球和社会变革框架经常忽略的是,休闲或游戏在支持这些为所有人创造更美好世界的巨大追求方面可能发挥的作用。在这些矛盾中隐含的假设是,玩耍的优先级不够高,在马斯洛需求层次中不够低,因此在全球可持续发展的研究人员和实践者倾向于前景的计划中没有任何地方。那么玩耍有什么好处呢?它会如何打开我们想象新的和不同的未来?在这次演讲中,我将从我最初与游戏和休闲的接触开始,从我早期的探索之路开始,当我努力解决这些问题时,我提出了这些问题,向听众介绍其他人的工作,这些工作一路上给了我灵感。我将与CHI PLAY社区的研究工作联系起来,最后提出问题,让观众参与其中,使游戏工作4D或发展。
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Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection Techniques Interactive Gamification for New Experimental Music: Initial Findings Adaptive Play: Examining Game-Based Coping Behaviour as an Individualized Stress Response Breaking the Magic Circle: Using a Persuasive Game to Build Empathy For Nursing Staff and Increase Citizen Responsibility During a Pandemic CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Austria, October 18-21, 2021
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