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17. Permanent revolution: Occupying democracy 17. 永久革命:占领民主
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-020
D. Rushkoff
The Occupy movement constitutes an upgrade of political activism from campaign to prototype. This shift from the traditional narrative, goal-oriented movement to activism as ‘infinite game’ is consistent with the changing media environment informing this activity. As we move from a culture defined by the book and broadcast media to one expressed more through the net and peer-to-peer media, our approaches to politics and our expectations for its results change. We are transitioning from a spectator democracy, in which citizens project their hopes and dreams onto charismatic leaders, to a participatory democracy, in which citizens enact change through their real-time interactions. This shift reflects more than a change in communications technologies; it marks a change in the mode and dimensional level of activism.
占领华尔街运动是政治行动主义从运动到原型的升级。这种从传统的叙事、目标导向运动到作为“无限游戏”的行动主义的转变,与不断变化的媒体环境相一致。当我们从一种由书籍和广播媒体定义的文化转向一种更多通过网络和点对点媒体表达的文化时,我们对政治的态度和对其结果的期望也发生了变化。我们正在从一个旁观者民主过渡到一个参与式民主,在这个民主中,公民把他们的希望和梦想投射到有魅力的领导人身上,在这个民主中,公民通过他们的实时互动来实施变革。这种转变反映的不仅仅是通信技术的变化;它标志着行动主义模式和维度水平的变化。
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引用次数: 1
11. Ludo-epistemology: Playing with the rules in citizen science games 11. 卢多认识论:在公民科学游戏中玩规则
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-013
R. Glas, S. Lammes
In their chapter, Glas and Lammes critically investigate the limitations of citizen science game design when it comes to having amateurs playfully participate in the production of scientific knowledge. Moving away from the traditional distance between the scientist as expert and the citizen as layperson, and between science as serious and play as trivial, they argue for a recognition of play as fundamental to the scientific endeavor and see rule breaking and bending as an essential part of this process. From this perspective, they consider an approach to citizen science game design that includes playing with the rules as a more critical way of having citizens think about and participate in science.
在他们的章节中,Glas和Lammes批判性地调查了公民科学游戏设计的局限性,当涉及到让业余爱好者参与科学知识的生产时。传统上,科学家是专家,公民是外行,科学是严肃的,游戏是琐碎的,他们不再把这两者区分开来,他们主张承认游戏是科学努力的基础,并将打破规则和扭曲规则视为这一过程的重要组成部分。从这个角度来看,他们考虑了一种公民科学游戏设计方法,其中包括玩规则,这是一种让公民思考和参与科学的更重要的方式。
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引用次数: 3
6. The broken toy tactic: Clockwork worlds and activist games 6. 破碎的玩具策略:发条世界和激进游戏
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-007
Anne-Marie Schleiner
The focus of this chapter is on ‘activist simulation games,’ which are motivated by an activist or political intention on the part of the gamemaker, and which attempt to harness simulation and procedurality in the game to convey the maker’s political critique or message to the playing public. Schleiner argues that that the ‘toyness’ of the world of such games, the miniature abstraction of the model that announces itself as game, not life, contributes to a nullif ication of the game’s critical impact. To break away from this situation, she argues, requires a ‘broken toy tactic’ of interruption or sabotage that breaks the spell of games’ procedural,
本章的重点是“激进模拟游戏”,这类游戏是由游戏制作者的激进或政治意图所驱动,并试图利用游戏中的模拟和程序性向玩家传达制作者的政治批评或信息。Schleiner认为,这类游戏世界的“玩闹性”,即宣称自己是游戏而非生活的模型的微缩抽象,削弱了游戏的关键影响。她认为,要摆脱这种情况,就需要一种打断或破坏游戏程序的“破玩具策略”。
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引用次数: 0
16. Meaningful inefficiencies : Resisting the logic of technological efficiency in the design of civic systems 16. 有意义的低效:在公民制度的设计中抵制技术效率的逻辑
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-019
Eric Gordon, Stephen D. Walter
The promise of smart cities is that Big Data and the Internet of Things will transform them into efficient, productive machines. But the smart city is a rather rational proposition where technological efficiency is the primary indicator of success. This chapter advocates a counterpoint to this emphasis on efficiency. Borrowing from game design, where players are provided with goals, and confronted with unnecessary obstacles that make their striving for that goal meaningful, the chapter suggest that ’meaningful inefficiencies’ are necessary for making cities smart. When there is room for play in the systems with which we interact, there is opportunity for people to form relationships, build trust, care for one another, and make shared meaning, all of which comprise the foundation for resilient communities.
智慧城市的前景是,大数据和物联网将把它们变成高效、有生产力的机器。但智慧城市是一个相当理性的命题,技术效率是成功的主要指标。本章提倡与强调效率相反的观点。借鉴游戏设计,即为玩家提供目标,并面对不必要的障碍,使他们为实现目标而努力,这一章认为“有意义的低效”对于打造智慧城市是必要的。当我们与之互动的系统中有发挥的空间时,人们就有机会建立关系,建立信任,相互关心,并创造共同的意义,所有这些都构成了弹性社区的基础。
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引用次数: 18
4. Re-thinking the social documentary 4. 重新思考社会纪录片
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-005
W. Uricchio
This chapter ref lects on how people actively engage with interactive documentaries and how this constitutes a shift in audience participation. As a playful format, interactive documentaries invite viewers to also become creative participants. The author makes a convincing case for the civic potential of allowing viewers to play with the documentary f ilm format, foregrounding the interactive documentary as a potent challenger to its traditional, linear, and author-driven counterpart. He speaks in this context of a ‘producerly’ audience that has an active input in the documentary textual interactive system. Uricchio speaks of interactive documentaries as a new media format, that does not so much replace existing, more hieratically structured media formats, but rather can exist alongside them as a participatory alternative.
这一章反映了人们如何积极参与互动纪录片,以及这如何构成观众参与的转变。作为一种有趣的形式,互动纪录片邀请观众也成为创造性的参与者。作者提出了一个令人信服的案例,说明允许观众玩纪录片电影格式的公民潜力,将互动纪录片作为传统的、线性的、作者驱动的对手的有力挑战者。他在这种背景下谈到了“生产性”观众,他们在纪录片文本互动系统中具有积极的输入。Uricchio认为互动纪录片是一种新的媒体形式,它不会取代现有的、更有层次结构的媒体形式,而是可以作为一种参与性的选择与它们共存。
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引用次数: 0
8. Public laboratory: Play and civic engagement 8. 公共实验室:游戏与公民参与
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-010
Jessica Breen, S. Dosemagen, Don Blair, Liz Barry
This chapter explores the potential of play in relation to community-based civic science research using DIY scientif ic tools made possible by the Public Laboratory for Open Technology and Science (Public Lab). It discusses projects and approaches that the Public Lab has developed since its launch in 2010 to facilitate meaningful civic science collaboration. This includes a focus on narrative forms to connect participants to science research, relying on a spontaneous, playful emergence of collaborative activity rather than pre-developed forms of gamification to allow the incentives for participation to be intrinsic to the nature of the activity. This transforms the practice of scientif ic research and civic engagement into something that is both effective and ultimately enjoyable and productive, for all of
本章探讨了利用开放技术与科学公共实验室(公共实验室)提供的DIY科学工具进行社区公民科学研究的潜力。它讨论了公共实验室自2010年成立以来开发的项目和方法,以促进有意义的公民科学合作。这包括将参与者与科学研究联系起来的叙述形式,依靠自发的、有趣的合作活动的出现,而不是预先开发的游戏化形式,使参与的动机成为活动本质的内在因素。这将科学研究和公民参与的实践转变为既有效又最终令人愉快和富有成效的东西,对所有人来说
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引用次数: 0
19. Dissent at a distance 19. 远距离异议
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-022
M. Deuze, L. Ems
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引用次数: 0
3. Analytical game design : Game-making as a cultural technique in a gamified society 3.分析游戏设计:游戏制作是游戏化社会中的一种文化技术
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-004
S. Werning
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.
本章旨在展示设计和修改游戏如何成为一种“文化技术”(Kramer and McChesney, 2003),类似于阅读或写作,以及在日益数字化的社会中公民积极参与的重要要求(raessen, 2006)。出于这个目的,“建构主义游戏”(Kafai和Burke 2015),即游戏共同创造,位于其他关键的游戏实践中,如理论制作。从2003年入侵伊拉克的早期Flash游戏到2013年的GeziJam等游戏jam,许多例子都证明了草根游戏开发可以为好玩的公民干预建立短暂的公共领域。最后,本章概述了分析性游戏设计作为将这些原则整合到媒体研究和教育实践中的概念框架。
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引用次数: 3
20. Playing with power : Casual politicking as a new frame for political analysis 20.玩弄权力:作为政治分析新框架的休闲政治
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-023
A. Gekker
The chapter examines the entanglement of play and politics through digital media. By analyzing the Obama 2008 and Trump 2016 presidential campaigns, it proposes a new term for examining political engagement, namely ‘casual politicking.’ Building on mediatization theories, the chapter takes the affordances of causal video games as a template to analyze the actions performed by citizens, politicians, and organizations attempting to alter behaviors. The resulting characteristics of the political process are presented through four key aspects: the role of ICT platforms with intuitive interfaces, the prevalence of issue-centered rather than ideological action, a perpetual political engagement undeterred by failure, and socially focused networks orientated towards fun. When applied to the two campaigns, surprising similarities can be seen, despite the different messages and personalities of the candidates.
这一章通过数字媒体考察了游戏与政治的纠缠。通过分析奥巴马2008年和特朗普2016年的总统竞选,该研究提出了一个新的术语来考察政治参与,即“休闲政治”。本章以媒介化理论为基础,以因果电子游戏的启示为模板,分析试图改变行为的公民、政治家和组织所采取的行动。由此产生的政治过程特征通过四个关键方面呈现:具有直观界面的信息通信技术平台的作用,以问题为中心而不是意识形态行动的盛行,不受失败影响的永久政治参与,以及面向乐趣的社会关注网络。将这两场竞选活动应用到一起,尽管候选人的信息和个性不同,但我们还是可以看到惊人的相似之处。
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引用次数: 3
14. On participatory politics as a game changer and the politics of participation 14. 论作为游戏规则改变者的参与性政治与参与性政治
Pub Date : 2018-12-31 DOI: 10.1515/9789048535200-017
Mercedes Bunz
In this chapter, the revolutionary impact of digital technology on society is unpacked and critically assessed. Bunz asks how digital media can facilitate the increased participation of citizens, but can at the same time be used as a means for diffusion that is far less radical in its political outcomes. The idea of playfully ‘hacking politics’ may help to turn political problems into challenges that can be resolved through public participation, but advocating participation can just as easily change into the contracting out of state responsibilities onto citizens. As is argued in this chapter, citizens’ participation does not necessarily allow for radical transformation and often does not offer enough tension and discussion to kickstart societal changes.
在本章中,数字技术对社会的革命性影响被揭示和批判性地评估。邦茨问道,数字媒体如何既能促进公民更多的参与,同时又能作为一种传播手段,而这种传播手段对政治结果的影响要小得多。开玩笑的“黑客政治”的想法可能有助于将政治问题转化为可以通过公众参与来解决的挑战,但提倡参与也很容易变成将国家责任外包给公民。正如本章所论述的那样,公民的参与并不一定允许激进的变革,而且往往不能提供足够的紧张和讨论来启动社会变革。
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The Playful Citizen
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