Pub Date : 2018-12-31DOI: 10.1515/9789048535200-006
J. Raessens
Contemporary games are increasingly used to make a difference at an individual, community, and/or societal level. Ecological games are one kind of such ‘games for change’: they seek to contribute to ecological thought and turn players into ecological citizens. This chapter draws inspiration from the conceptual framework of psychologist Stoknes. He theorizes the ‘psychological climate paradox’: the fact that although climate science facts are becoming more solidly documented and disturbing every year, most people either do not believe in these facts or do not act upon them. This chapter discusses how Collapsus – Energy Risk Conspiracy (Palotta 2010) might contribute to solving the paradox by making people reflect on the global, political, and cultural implications of climate change and act accordingly.
当代游戏越来越多地被用于在个人、社区和/或社会层面上发挥作用。生态游戏就是这样一种“改变游戏”:它们寻求促进生态思想,并将玩家变成生态公民。本章从心理学家斯托克尼斯的概念框架中汲取灵感。他将“心理气候悖论”理论化:即尽管气候科学事实每年都在变得越来越有确凿的证据和令人不安,但大多数人要么不相信这些事实,要么不采取行动。本章讨论了《能源风险阴谋》(Collapsus - Energy Risk Conspiracy, Palotta 2010)如何促使人们反思气候变化对全球、政治和文化的影响,并采取相应行动,从而有助于解决这一悖论。
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Pub Date : 2018-12-31DOI: 10.1515/9789048535200-001
R. Glas, S. Lammes, M. Lange, J. Raessens, I. D. Vries
With the emergence of digital and mobile technologies, our conceptions and hopes of what citizen participation entails have changed profoundly. It seems as though interactive, networked, and cheap technologies have greatly democratized how literacies, knowledge, and power structures are generated and perceived in everyday life and that they have increased—and have further potential to increase—the degree of civic engagement. From playing, modifying, and designing games and interactive documentaries, and using playful tools and games for the production of alternative knowledges, to becoming protest-cartographers or pollution measurers, citizens appear to engage with, alter, and probe media technologies to a far greater extent than ever before. At the same time, we should be critical of what exactly these apparently enabling technologies do, and question what the drawbacks and the possibilities of digital media are for civic engagement. In this edited volume, we provide an overview of the potentials and limitations of citizen engagement in the digital age through a selection of contributions from various academic f ields. These contributions discuss the many digital media technologies and developments that grew to prominence in the second decade of this century. From the Occupy Wall Street movement to the development of citizen science games, from new forms of participatory documentary f ilm-making to the rise and exploits of Reddit users, unifying all these topics is a sustained focus on what we consider to be ludic, or playful, engagement. It is through this view, we argue, that forms of partaking such as DIY, journalism, research, activism, art, or politics are to be understood. We would like to share a particularly striking example here, found in the 2010 exhibition Space Invaders, organized by the National Gallery of Australia. Referring to the eponymous 1978 arcade video game, this playful exhibition celebrated the energy of graff iti culture and its street-based creativity (Babington 2010). Street artist MEEK’s contribution Begging For Change shows a homeless man holding a sign that reads “Keep your coins, I want
{"title":"1. The playful citizen: An introduction","authors":"R. Glas, S. Lammes, M. Lange, J. Raessens, I. D. Vries","doi":"10.1515/9789048535200-001","DOIUrl":"https://doi.org/10.1515/9789048535200-001","url":null,"abstract":"With the emergence of digital and mobile technologies, our conceptions and hopes of what citizen participation entails have changed profoundly. It seems as though interactive, networked, and cheap technologies have greatly democratized how literacies, knowledge, and power structures are generated and perceived in everyday life and that they have increased—and have further potential to increase—the degree of civic engagement. From playing, modifying, and designing games and interactive documentaries, and using playful tools and games for the production of alternative knowledges, to becoming protest-cartographers or pollution measurers, citizens appear to engage with, alter, and probe media technologies to a far greater extent than ever before. At the same time, we should be critical of what exactly these apparently enabling technologies do, and question what the drawbacks and the possibilities of digital media are for civic engagement. In this edited volume, we provide an overview of the potentials and limitations of citizen engagement in the digital age through a selection of contributions from various academic f ields. These contributions discuss the many digital media technologies and developments that grew to prominence in the second decade of this century. From the Occupy Wall Street movement to the development of citizen science games, from new forms of participatory documentary f ilm-making to the rise and exploits of Reddit users, unifying all these topics is a sustained focus on what we consider to be ludic, or playful, engagement. It is through this view, we argue, that forms of partaking such as DIY, journalism, research, activism, art, or politics are to be understood. We would like to share a particularly striking example here, found in the 2010 exhibition Space Invaders, organized by the National Gallery of Australia. Referring to the eponymous 1978 arcade video game, this playful exhibition celebrated the energy of graff iti culture and its street-based creativity (Babington 2010). Street artist MEEK’s contribution Begging For Change shows a homeless man holding a sign that reads “Keep your coins, I want","PeriodicalId":197781,"journal":{"name":"The Playful Citizen","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117215479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}