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The Journal of Play in Adulthood最新文献

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To play or not to play? A thematic analysis exploring the impact of adult-play on Primary teachers in Hong Kong. 玩还是不玩?探讨成人游戏对香港小学教师影响的专题分析。
Pub Date : 2023-12-04 DOI: 10.5920/jpa.1384
Laura Martin, Andrea Louise Kavanagh
This study aimed to evaluate the subjective experience of a play-based intervention on a sample of primary school teachers in Hong Kong. Semi-structured interviews and reflective journals provided data for qualitative analysis. Reflexive thematic analysis was applied to establish commonalities and/ or disparities in the participants’ lived experiences. Three superordinate themes were identified; perception, psychological impact and possibilities. Participants reported positive psychological responses and enhanced collegial relationships. Some showed awareness of personal and professional growth. Participants’ well-being was not measured or evaluated as part of this study. However, results suggest that play-based interventions for teachers may contribute to increased well-being through play's permeating effects. This may interest school leaders, well-being consultants, and positive psychology professionals administering school-based interventions to improve well-being and teacher collaboration. Adult play, an understudied area within positive psychology, lacks data and empirical research. Therefore, this study contributes to this emerging and exciting field.
本研究旨在评估香港小学教师在游戏干预中的主观体验。半结构化访谈和反思性期刊为定性分析提供了数据。运用反身性主题分析来确定参与者生活经历中的共性和/或差异。确定了三个上级主题;感知,心理影响和可能性。参与者报告了积极的心理反应和加强的大学关系。一些人表现出对个人和职业发展的意识。参与者的幸福感并没有被测量或评估作为这项研究的一部分。然而,研究结果表明,通过游戏的渗透效应,对教师进行以游戏为基础的干预可能有助于提高幸福感。这可能会引起学校领导、幸福咨询师和积极心理学专业人士的兴趣,他们管理以学校为基础的干预措施,以提高幸福感和教师合作。成人游戏是积极心理学中一个研究不足的领域,缺乏数据和实证研究。因此,本研究为这一新兴而令人兴奋的领域做出了贡献。
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引用次数: 0
Playing with Copyright transforming copyright education through games 以游戏转变版权教育
Pub Date : 2022-07-05 DOI: 10.5920/jpa.1034
J. Secker, C. Morrison
Copyright education has become an important aspect of librarians’ information literacy and scholarly communications activities. These include providing support and delivering teaching sessions for teaching and professional services colleagues, as well as students, researchers and other library users. Since the Covid-19 pandemic and the shift to online and hybrid teaching, it has become increasingly important for lecturers and teachers to understand how licences and copyright exceptions apply to teaching and learning activities. The need for this has been documented by practitioners and scholars around the world (Hudson and Wragg, 2020; Craig and Tarantino, 2020; Morrison and Secker, 2020).In this paper we will briefly outline the concept of ‘copyright literacy’ as defined by IFLA (2018) and how it has many parallels with teaching other aspects of information literacy. This includes taking a more ‘critical’ approach, where students are encouraged to explore power dynamics within the systems of creation and consumption of information. Copyright education has traditionally been approached in a rather dry, lecture style format. This approach often serves to reinforce the perception of copyright education as the communication of a set of rigid rules to follow. We argue that the creation and use of copyright games, including Copyright the Card Game and The Publishing Trap, has transformed approaches to teaching copyright in recent years and supported a broader, more critical conception of copyright literacy. Both games are licensed as open educational resources and have been adapted and re-used by others in the UK and in other countries around the world. They have also sparked the creation of other copyright games, which are showcased at an annual conference: ICEPOPS – the International Copyright Literacy Event with Playful Opportunities for Practitioners and Scholars.The paper will explore the pedagogic principles behind our games as well as considering the value of games and playfulness when teaching about a subject such as copyright that is known to cause uncertainty and anxiety. We will also reflect on how we adapted both our games for teaching online during the Covid-19 pandemic. Through this process it was important to retain the learning outcomes of the game but also the pedagogical approaches used including the use of teams and point scoring, peer learning, the use of scenarios and of discussion and critical thinking. Finally we will discuss feedback we’ve collected from librarians and others who have played or used our games in their own teaching. We will conclude considering how a critical approach to copyright education aligns with a signature pedagogy of playful learning.
版权教育已成为图书馆员信息素养和学术交流活动的一个重要方面。这些工作包括为教学和专业服务同事、学生、研究人员和其他图书馆用户提供支持和教学课程。自2019冠状病毒病大流行和转向在线和混合教学以来,对讲师和教师来说,了解许可和版权例外如何适用于教学活动变得越来越重要。世界各地的从业者和学者都记录了这种需求(Hudson和Wragg, 2020;克雷格和塔伦蒂诺,2020;Morrison and Secker, 2020)。在本文中,我们将简要概述国际图联(2018)定义的“版权素养”概念,以及它与信息素养其他方面的教学有何相似之处。这包括采取一种更“批判性”的方法,鼓励学生探索信息创造和消费系统中的权力动态。版权教育传统上是以一种相当枯燥的讲座形式进行的。这种做法往往强化了版权教育作为一套严格规则的交流的观念。我们认为版权游戏(包括《copyright the Card Game》和《the Publishing Trap》)的创造和使用改变了近年来的版权教学方法,并支持了更广泛、更批判性的版权素养概念。这两款游戏都被授权为开放教育资源,并被英国和世界其他国家的其他人改编和再利用。他们还激发了其他版权游戏的创作,这些游戏在年度会议上展出:ICEPOPS -为从业者和学者提供有趣机会的国际版权扫盲活动。本文将探讨游戏背后的教学原则,并在教授版权等主题时考虑游戏的价值和可玩性,因为版权等主题会导致不确定性和焦虑。我们还将反思在Covid-19大流行期间,我们如何调整我们的两款游戏用于在线教学。在这个过程中,重要的是要保留游戏的学习成果,以及使用的教学方法,包括使用团队和得分,同伴学习,使用场景,讨论和批判性思维。最后,我们将讨论从图书管理员和其他在自己的教学中玩过或使用我们的游戏的人那里收集到的反馈。最后,我们将考虑版权教育的关键方法如何与有趣学习的标志性教学法相一致。
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引用次数: 0
Place, space and object oriented learning methods within the Library using ghosts and monsters to create safe spaces for learning. 图书馆中的场所、空间和面向对象的学习方法,使用幽灵和怪物创造安全的学习空间。
Pub Date : 2022-05-31 DOI: 10.5920/jpa.1040
J. Paton
A practical reflection of the impact of Escape Rooms style games both physical and digital on the way HE students experience the Library, examined through the lens of place oriented learning and digital learning theories with a particular focus on accessibility and the inclusion of historically excluded groups.We focus on two Escape Room style events, one physical, one digital developed by frontline library staff to support the induction of students in a University Library setting and reflect upon the aims, development and impact of the events.
通过以场所为导向的学习和数字学习理论,特别关注可访问性和历史上被排斥群体的包容,对逃脱房间风格的游戏对高等教育学生体验图书馆的方式的影响的实际反映。我们专注于两个Escape Room风格的活动,一个是实体的,一个是由一线图书馆工作人员开发的数字活动,以支持在大学图书馆环境中引导学生,并反思活动的目标、发展和影响。
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引用次数: 0
Word (and/or/not) play The role of playfulness in searching and strategic exploration 单词(和/或/不)在搜索和战略探索中扮演游戏的角色
Pub Date : 2022-05-31 DOI: 10.5920/jpa.1037
Jaymi Edwards
When searching for information in a catalog or database, a library user takes an active role by choosing search terms, selecting filters, and using advanced features. This process is rarely straightforward; depending on their needs and the availability of resources, a user may not find relevant results on the first try. When this happens, users must modify their search terms and strategies, observe the new results, and adapt accordingly. Successful searchers, therefore, are those who experiment, explore... and play. This article will put the concepts of play and playfulness in context with the ACRL Framework for Information Literacy for Higher Education, particularly its sixth pillar, Searching as Strategic Exploration. This juxtaposition will identify whether and how play, playfulness, and playful research are appropriate approaches for achieving the flexibility and creativity called for in the Framework. Recommendations follow for applying play in practical library settings such as reference and instruction.
在目录或数据库中搜索信息时,图书馆用户通过选择搜索条件、选择筛选器和使用高级功能发挥积极作用。这个过程很少是直截了当的;根据他们的需要和资源的可用性,用户在第一次尝试时可能找不到相关的结果。当这种情况发生时,用户必须修改他们的搜索条件和策略,观察新的结果,并相应地进行调整。因此,成功的搜索者是那些进行实验、探索……和玩耍。本文将把游戏和可玩性的概念放在ACRL高等教育信息素养框架的背景下,特别是它的第六个支柱,搜索作为战略探索。这种并列将确定游戏、游戏性和有趣的研究是否以及如何成为实现框架中所要求的灵活性和创造力的适当方法。以下是在实际图书馆设置中应用游戏的建议,如参考和指导。
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引用次数: 0
Envisioning research through a lens of play 通过游戏的视角来设想研究
Pub Date : 2022-03-10 DOI: 10.5920/jpa.997
A. Moseley, D. Watkins
In this paper, two higher education researchers – one, an experiencedplay researcher and practitioner; the other an experienced Law researcher whohas more recently engaged with the play literature – present their ideasconcerning what happens, or what could happen when research is envisionedthrough a lens of play.  They describehow, drawing on the literature and theories surrounding play and games, theyworked together to identify features that resonated with them as being relevantto research.  Through their discussion ofseven resonators (the significance of play, play is voluntary, play challenges,the uncertainty of play, accepting failure, community building and workingwithin constraints) they suggest a playful look at research might encourage a numberof positive changes to research practice and impact. They conclude by invitingreaders to critically examine their claims, and to test them out in thecontexts of their own research environments.@font-face{font-family:SimSun;panose-1:2 1 6 0 3 1 1 1 1 1;mso-font-alt:宋体;mso-font-charset:134;mso-generic-font-family:auto;mso-font-pitch:variable;mso-font-signature:3 680460288 22 0 262145 0;}@font-face{font-family:"Cambria Math";panose-1:2 4 5 3 5 4 6 3 2 4;mso-font-charset:0;mso-generic-font-family:roman;mso-font-pitch:variable;mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face{font-family:"Palatino Linotype";panose-1:2 4 5 2 5 5 5 3 3 4;mso-font-charset:0;mso-generic-font-family:roman;mso-font-pitch:variable;mso-font-signature:-536870265 1073741843 0 0 415 0;}@font-face{font-family:"@SimSun";panose-1:2 1 6 0 3 1 1 1 1 1;mso-font-charset:134;mso-generic-font-family:auto;mso-font-pitch:variable;mso-font-signature:3 680460288 22 0 262145 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal{mso-style-unhide:no;mso-style-qformat:yes;mso-style-parent:"";margin-top:0cm;margin-right:0cm;margin-bottom:6.0pt;margin-left:0cm;line-height:150%;mso-pagination:none;font-size:10.0pt;font-family:"Palatino Linotype",serif;mso-fareast-font-family:SimSun;mso-bidi-font-family:"Times New Roman";mso-fareast-language:EN-US;}p.Els-Abstract-text, li.Els-Abstract-text, div.Els-Abstract-text{mso-style-name:Els-Abstract-text;mso-style-unhide:no;mso-style-parent:"";mso-style-next:Normal;margin-top:10.0pt;margin-right:0cm;margin-bottom:0cm;margin-left:0cm;text-align:justify;text-justify:inter-ideograph;line-height:11.0pt;mso-line-height-rule:exactly;mso-pagination:widow-orphan;border:none;mso-border-top-alt:solid windowtext .5pt;padding:0cm;mso-padding-alt:1.0pt 0cm 0cm 0cm;font-size:7.5pt;mso-bidi-font-size:10.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family:SimSun;mso-ansi-language:EN-US;mso-fareast-language:EN-US;}.MsoChpDefault{mso-style-type:export-only;mso-default-props:yes;font-size:10.0pt;mso-ansi-font-size:10.0pt;mso-bidi-font-size:10.0pt;mso-fareast-font-family:SimSun;mso-ansi-language:EN-IN;mso-fareast-language:EN-IN;}div.WordSection1{page:WordSection1;}
本文由两位高等教育研究者——一位是经验丰富的游戏研究者和实践者;另一位是最近从事戏剧文学研究的经验丰富的法律研究人员,他们提出了自己的观点,即当通过游戏的视角来设想研究时,会发生什么,或者会发生什么。他们描述了如何利用与玩耍和游戏相关的文献和理论,共同找出与他们产生共鸣的与研究相关的特征。通过对7个共鸣因素(游戏的重要性,游戏是自愿的,游戏挑战,游戏的不确定性,接受失败,社区建设和在约束下工作)的讨论,他们建议以有趣的方式看待研究可能会鼓励研究实践和影响的一些积极变化。最后,他们邀请读者批判性地审视他们的观点,并测试它们在自己的研究环境.@font-face thecontexts{字体类型:SimSun; panose-1:2 1 6 0 3 1 1 1 1 1; mso-font-alt:宋体;mso-font-charset: 134; mso-generic-font-family:汽车;mso-font-pitch:变量;mso-font-signature: 262145 680460288 22 0 0;} @font-face{字体类型:“威尔士的数学”;panose-1:2 4 5 3 6 5 4 3 2 4; mso-font-charset: 0; mso-generic-font-family:罗马;mso-font-pitch:变量;mso-font-signature: -536870145 1107305727 0 0 415 0;} @font-face{字体类型:“Palatinomso- general -font-family:roman;mso- font-family:roman;mso-font-pitch:variable;mso-font-signature:-536870265 1073741843 0 0 415 0;}@font-face{font-family:"@SimSun"; mso-font-charset:134;mso- general -font-family:auto;MsoNormal,李。mso-pagination:none; mso-fareast-font-family:SimSun;mso-bidi-font-family: Times New Roman;mso-fareast-language:EN-US;Els-Abstract-text,李。Els-Abstract-text,div.Els-Abstract-text {mso-style-name: Els-Abstract-text; mso-style-unhide:不;mso-style-parent: "; mso-style-next:正常;margin-top: 10.0 pt; margin-right: 0厘米;margin-bottom: 0厘米;margin-left: 0厘米;text-align:证明;text-justify: inter-ideograph;行高:11.0 pt; mso-line-height-rule:准确;mso-pagination: widow-orphan;边界:没有,mso-border-top-alt:固体windowtext .5pt;填充:0厘米;mso-padding-alt: 1.0 - pt 0厘米0厘米0厘米;字体大小:7.5 pt; mso-bidi-font-size: 10.0 pt;字体类型:“时代新罗马”,衬线;mso-fareast-font-family: SimSun; mso-ansi-language: en - us; mso-fareast-language: en - us;} .MsoChpDefault {mso-style-type:仅供出口;mso-default-props:是的,字体大小:10.0 pt; mso-ansi-font-size: 10.0 pt; mso-bidi-font-size: 10.0 pt; mso-fareast-font-family: SimSun; mso-ansi-language: EN-IN; mso-fareast-language: EN-IN;} div.WordSection1{页面:WordSection1;}
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引用次数: 1
Voices of Playful Learning Experimental, Affective and Relational Perspectives across Social Education and Teacher Education 趣味性学习的声音:社会教育和教师教育的实验、情感和关系视角
Pub Date : 2022-03-09 DOI: 10.5920/jpa.1007
Kim Holflod
The purpose of the article is to expand on the knowledge of playful learning in higher education through a Design-Based Research study across Danish social education and teacher education. It aims to develop a conceptual framework for playful learning in boundary-crossing collaboration within higher education pedagogy, with the study's empirical analysis examining three distinct voices of playful learning of experimentation (e.g., explorative, open-ended, creative collaboration), affectivity (e.g., emotional, sensory, and atmospheric collaboration), and relations (e.g., cultural, democratic, and polyphonic collaboration). The voices are polyphonic, though they are all expressed as social, active, and experiential ways of knowing and learning situated in playful framings outside 'ordinary' taéaching and learning. Finally, the article discusses tensions in developing playful learning in boundary-crossing collaboration between paradoxical longings for both conceptual unity and diversity, amid control and openness, which influences both practical applications and theoretical implications of developing playful learning in adult higher education.
本文的目的是通过对丹麦社会教育和教师教育的基于设计的研究来扩展高等教育中好玩学习的知识。该研究旨在为高等教育教学中跨界合作中的游戏学习开发一个概念框架,通过研究的实证分析,研究了实验游戏学习的三种不同声音(例如,探索性,开放式,创造性合作),情感(例如,情感,感官和大气合作)和关系(例如,文化,民主和复调合作)。这些声音是复调的,尽管它们都被表达为社交的、积极的、体验的方式,这些方式位于“普通”的交流和学习之外的有趣的框架中。最后,本文讨论了在概念统一与多样性、控制与开放的矛盾渴望之间的跨界合作中发展游戏学习的紧张关系,这影响了成人高等教育中发展游戏学习的实际应用和理论意义。
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引用次数: 1
Exploring the Connection between Adult Playfulness and Emotional Intelligence 探索成人玩耍和情商之间的联系
Pub Date : 2022-02-01 DOI: 10.5920/jpa.973
R. Holmes, Tori Hart
This studyexplored the connection between adult playfulness and emotional intelligence. Participants were 325 (39 men, 286 women) primarily EuropeanAmerican, (59%), undergraduate students attending a private, four year, liberalarts university in the northeastern United States. Participants completed twostandard measures – The Schutte Self Report EmotionalIntelligence Test (SSEIT) and The Adult Playfulness Trait Scale (APTS). Inaddition, participants completed an open ended query – “How do you defineplay?” to complement the correlation analyses. Correlational analyses revealed strong,positive connections between the SSEIT and APTS subscale and total scores. TheFun Seeking subscale of the APTS positively connected to all subscales of theSSEIT. Engaging in fun and having a good time was a playfulness component andtemperamental disposition that helps one perceive, manage, and utilize emotionsas well as manage the emotions of social others. The Uninhibited subscale ofthe APTS connected positively to two of the SSEIT subscales – Managing one’semotions and Utilizing emotions. Finally, individuals who scored high on theAPTS also scored high on the SSEIT. This study’s findings suggest that the temperamentaldisposition, playfulness connects to an individual’s emotional intelligence.Future studies might investigate different cultural and age groups and utilizemixed method approaches to broaden our understanding of how playfulness helps peopleprocess emotional experience related to the self and social others. 
这项研究探讨了成人玩耍和情商之间的联系。参与者有325人(39名男性,286名女性),主要是欧洲裔美国人(59%),他们是美国东北部一所私立四年制文理大学的本科生。参与者完成了两项标准测试——舒特自我报告情绪智力测试(SSEIT)和成人玩耍特征量表(APTS)。此外,参与者还完成了一个开放式问题——“你如何定义游戏?”,以补充相关分析。相关分析显示,SSEIT和APTS分量表与总分之间存在强烈的正相关。APTS的fun Seeking子量表与theSSEIT的所有子量表正相关。参与娱乐和享受美好时光是一种好玩的成分和气质气质,有助于一个人感知、管理和利用情绪,以及管理社交他人的情绪。APTS的不羁子量表与SSEIT的两个子量表——管理情绪和利用情绪——呈正相关。最后,在apts上得分高的人在SSEIT上也得分高。这项研究的结果表明,性情、爱玩与一个人的情商有关。未来的研究可能会调查不同的文化和年龄群体,并利用混合方法来扩大我们对玩耍如何帮助人们处理与自我和社会他人相关的情感体验的理解。
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引用次数: 2
Changes in the play lives of college students during the early COVID-19 pandemic lockdown 在COVID-19大流行初期封锁期间,大学生游戏生活的变化
Pub Date : 2022-01-20 DOI: 10.5920/jpa.971
Douglas H. Maynard, Kanjira Rodriguez, Ann Marie DeBonis, Alicia Moquin, Theresa Paras
In the current study, we explored changes in the lived play experiences of college students as they were sent home in March 2020 in response to the growing COVID-19 pandemic, and the impacts of those play changes upon their daily lives, relationships, and well-being. Undergraduates (N = 71) from a public university near New York City - the epicentre of the pandemic in the United States at that time - completed an open-ended questionnaire about their play experiences before versus after lockdown. Data were analyzed using template analysis to develop a hierarchical outline of thematic codes. Participant responses revealed strikingly varied experiences in their play lives as a result of the lockdown. While some students experienced deep losses in what and with whom they played, for others the transition offered opportunities for discovery (or rediscovery) of play activities or a reprioritization of play in their lives. Still other students found ways to maintain their prior ways of playing with minor disruption. We will discuss the implications of the current findings for the role and importance of play not only during the pandemic, but also in the context of emerging adulthood and broader human need satisfaction.
在目前的研究中,我们探讨了2020年3月被送回家中的大学生的生活游戏经历的变化,以应对日益严重的COVID-19大流行,以及这些游戏变化对他们的日常生活、人际关系和幸福感的影响。来自纽约市附近一所公立大学的本科生(N = 71)完成了一份关于他们在封锁前和封锁后的游戏体验的开放式问卷。使用模板分析对数据进行分析,以制定主题代码的分层大纲。参与者的回答显示,由于封锁,他们的游戏生活经历了惊人的不同。虽然有些学生在玩什么、和谁一起玩方面经历了深刻的损失,但对其他人来说,这种转变提供了发现(或重新发现)游戏活动的机会,或者重新确定游戏在他们生活中的优先级。还有一些学生找到了维持他们以前的游戏方式的方法,但受到了轻微的干扰。我们将讨论当前研究结果对游戏的作用和重要性的影响,不仅在大流行期间,而且在成年期和更广泛的人类需求满足的背景下。
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引用次数: 2
Play in professional education: vets who horse around. 在职业教育中发挥作用:那些胡闹的兽医。
Pub Date : 2021-04-12 DOI: 10.5920/JPA.704
J. Paterson, J. MacKay, Katherine Stein, Sarah Chinnery, Stephy Smith
Play in professional learning can be a disputed topic, with paradoxical frameworks such as ‘serious play’ being used to legitimise playful practice in these settings. Despite this, play can be a valuable tool in learning, particularly in encouraging adults to deal with uncomfortable situations such as personal failures. In partnership with students, we developed a playful roleplay scenario for first year veterinary students in a UK veterinary school. 102 students engaged in the roleplay scenario and 82% (84) engaged with a student-led evaluation with a pre and post session survey. A focus group with staff was also run to explore the value of running a playful session in an accreditation driven curriculum such as the veterinary programme. 91.7% of participants rated the scenario as enjoyable and 84.5% felt it should be used within the veterinary curriculum, but reflections from staff revealed complex interactions between students’ individual differences and the value of the session. Ultimately, the playful session was considered valuable for these learners, however there is a range of considerations for adopting play in professional practices.
专业学习中的游戏是一个有争议的话题,在这些环境中,“严肃游戏”等矛盾的框架被用来使游戏实践合法化。尽管如此,游戏仍然是学习的宝贵工具,尤其是在鼓励成年人处理个人失败等不舒服的情况时。我们与学生合作,为英国一所兽医学校的一年级兽医学生设计了一个有趣的角色扮演场景。102名学生参与了角色扮演场景,82%(84)的学生参与了学生主导的评估,包括课前和课后调查。还与工作人员进行了一个焦点小组讨论,以探索在兽医课程等认证驱动课程中开展有趣课程的价值。91.7%的参与者认为这个场景很有趣,84.5%的人认为它应该在兽医课程中使用,但工作人员的反映揭示了学生的个体差异和课程价值之间复杂的相互作用。最终,有趣的课程被认为对这些学习者有价值,然而,在专业实践中采用游戏有一系列的考虑因素。
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引用次数: 0
The Twenty-Third Triennial Conference Games Playing with competition at an academic conference 第二十三届三年一次的学术会议上的比赛
Pub Date : 2021-04-12 DOI: 10.5920/JPA.703
Jonathan Lean
Introduction: Making Friends Contestant 1: I’m not here to make friends. Contestant 2: I ain’t gonna make one friend. Contestant 3: I’m just here to win. I’m not here to make friends! Host: Okay. No. You’re here to make friends. ‘Making Friends’ is the name of this show. [Title Card: ‘Making Friends’] (Comedy Central, 2014, 0:02) In the fake reality TV show in this Kroll Show sketch, the contestants are incapable of not competing with each other. They have bought so completely into the logic of game shows that their default position is to compete, even when the host tells them explicitly not to. The humour here stems from the idea that people really do see competition in this way; we all know someone who frames everything in competitive terms, and who would
选手1:我不是来交朋友的。参赛者2:我不会交一个朋友。参赛者3:我来这里就是为了赢。我不是来交朋友的!主持人:好的。不。你是来交朋友的。“交朋友”是这个节目的名字。[Title Card: ' Making Friends '] (Comedy Central, 2014, 0:02)在这个Kroll show小品中的假真人秀节目中,选手们无法不互相竞争。他们如此完全地接受了游戏节目的逻辑,以至于他们默认的立场是竞争,即使主持人明确告诉他们不要竞争。这里的幽默源于人们确实以这种方式看待竞争;我们都认识一些人,他们用竞争的方式来框定一切,他们也会这么做
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引用次数: 0
期刊
The Journal of Play in Adulthood
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