Play, Games, Humor, Flow: The Creative Fluidity of Human Experience
WHAT IS A GAME?
EXERCISE 1. DESCRIBE AND SHARE SOME GENERAL   FEATURES  OF GAMES. 2. DESCRIBE  EXAMPLES  OF GAMES    YOU PLAYED THROUGHOUT...
THE GAME OF HEX
 
1. What was it like to play this   game? 2. Who won and lost? Why? 3. What kinds of games does this   most closely resembl...
History of Games
WHAT IS A GAME?
WHAT IS A GAME?
WHAT IS A GAME?
WHAT IS A GAME?
WHAT IS A GAME?
WHAT IS A GAME?
WHAT IS A GAME?
WHAT IS A GAME?
game: a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome
Roger Callois
WHAT IS A GAME?
1.  Agon or competition :  Games where there are winners and losers. The outcome is determined by the skills and/or streng...
 
 
2.  Alea or chance :  Games where fate, luck, or grace determines the winner. Examples: dice, roulette. 
EGYPTIAN DICE
3.  Mimicry or simulation : Playing within an imaginary, make-believe, or illusory world. Examples: theater, children’s ma...
SECOND LIFE
4.  Ilinx or dizziness :  Playing to induce a disorienting experience or state of mind. Examples: spinning, roller-coaster...
MERRY-GO-ROUND
CASE STUDY: Children’s Handclapping Games
Pizza, pizza, Daddy-o:  Children’s Musical Play/Game Spaces http://www.folkstreams.net/film,73 Bess Lomax Hawes (1967, Los...
“ First, this seems to be primarily a female tradition; little girls begin to learn it during their  6th or 7th year . By ...
Bess Lomax Hawes The primary game form is the  ring.  The clapping formation in which two children face each other and cla...
Characteristically, there is a central figure who initiates the action, and the "plot line” of each game then consist...
This structure guarantees that there  will be no more or less time for any child to have the central power position; compe...
Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns....
This effect is emphasized by the degree of  body empathy  the children share;  they move over, make room, spread out, clos...
1. How is this form of play a type of “game”? 2. What is learned during the game process? 3. What gender roles are encoura...
Peak Experiences and Flow States Psychologist:  Mihaly Csikszentmihalyi
PRONOUNCED: “ CHICKS SEND ME HIGH” (NO JOKE!)
 
 
 
 
 
 
 
 
 
 
“ Flow activities lead to growth and discovery . One cannot enjoy doing the same thing at the same level for long. We grow...
PLEASURE ENJOYMENT
Peak Experiences and Flow States <ul><li>Clear goals :  expectations and rules are discernible and goals are attainable an...
Peak Experiences and Flow States 2.  Concentrating and focusing :  a high degree of concentration on a limited field of at...
 
Peak Experiences and Flow States 3.  A  loss of the feeling of self-consciousness
Peak Experiences and Flow States 4.  Distorted sense of time : one's subjective experience of time is altered.
 
Peak Experiences and Flow States 5. Direct and immediate  feedback  (successes and failures in the course of the activity ...
 
Peak Experiences and Flow States 6.  Balance between ability level and challenge :   (the activity is neither too easy nor...
 
Peak Experiences and Flow States 7. A sense of personal  control  over the situation or activity.
Peak Experiences and Flow States 8. The activity is  intrinsically rewarding , so there is an effortlessness of action.
Peak Experiences and Flow States 9. People become absorbed in their activity, and focus of awareness is narrowed down to t...
Peak Experiences and Flow States AUTOTELIC vs. EXOTELIC AUTO = “self” EXO= “outside ” TELOS  = “goal”
an intense engagement in an activity for its own sake Deep play:
Peak Experiences and Flow States Describe an experience to a different person where you felt in “deep play,” had “a peak e...
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  • “ First, this seems to be primarily a female tradition; little girls begin to learn it during their 6 th or 7th year. By the time they reach puberty the tradition is abandoned, or perhaps simply transmuted into social dance. Boys of the same age-span seem invariably to know the games but do not perform them in public situations such as the school yard. In backyards or alleys, however, the games may be played by mixed groups. The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &amp;quot;outside&amp;quot;. Characteristically, there is a central figure who initiates the action, and the &amp;quot;plot line&amp;quot; of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other&apos;s physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.”
  • The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &amp;quot;outside&amp;quot;. Characteristically, there is a central figure who initiates the action, and the &amp;quot;plot line&amp;quot; of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other&apos;s physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.”
  • The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &amp;quot;outside&amp;quot;. Characteristically, there is a central figure who initiates the action, and the &amp;quot;plot line&amp;quot; of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other&apos;s physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.”
  • The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &amp;quot;outside&amp;quot;. Characteristically, there is a central figure who initiates the action, and the &amp;quot;plot line&amp;quot; of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other&apos;s physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.”
  • The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &amp;quot;outside&amp;quot;. Characteristically, there is a central figure who initiates the action, and the &amp;quot;plot line&amp;quot; of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other&apos;s physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.”
  • The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &amp;quot;outside&amp;quot;. Characteristically, there is a central figure who initiates the action, and the &amp;quot;plot line&amp;quot; of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other&apos;s physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.”
  • The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &amp;quot;outside&amp;quot;. Characteristically, there is a central figure who initiates the action, and the &amp;quot;plot line&amp;quot; of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other&apos;s physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.”
  • HUM1-Podcast-F11-W3

    1. 1. Play, Games, Humor, Flow: The Creative Fluidity of Human Experience
    2. 2. WHAT IS A GAME?
    3. 3. EXERCISE 1. DESCRIBE AND SHARE SOME GENERAL FEATURES OF GAMES. 2. DESCRIBE EXAMPLES OF GAMES YOU PLAYED THROUGHOUT YOUR CHILDHOOD AND ADULTHOOD. 3. WHAT TYPE OF GAMES DID YOU TALK ABOUT?
    4. 4. THE GAME OF HEX
    5. 6. 1. What was it like to play this game? 2. Who won and lost? Why? 3. What kinds of games does this most closely resemble? 4. Why do you think people play games like this one? 5. What is the relationship between games and culture?
    6. 7. History of Games
    7. 8. WHAT IS A GAME?
    8. 9. WHAT IS A GAME?
    9. 10. WHAT IS A GAME?
    10. 11. WHAT IS A GAME?
    11. 12. WHAT IS A GAME?
    12. 13. WHAT IS A GAME?
    13. 14. WHAT IS A GAME?
    14. 15. WHAT IS A GAME?
    15. 16. game: a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome
    16. 17. Roger Callois
    17. 18. WHAT IS A GAME?
    18. 19. 1. Agon or competition : Games where there are winners and losers. The outcome is determined by the skills and/or strength of the players. Examples: races, weightlifting, chess.  
    19. 22. 2. Alea or chance : Games where fate, luck, or grace determines the winner. Examples: dice, roulette. 
    20. 23. EGYPTIAN DICE
    21. 24. 3. Mimicry or simulation : Playing within an imaginary, make-believe, or illusory world. Examples: theater, children’s make-believe play. 
    22. 25. SECOND LIFE
    23. 26. 4. Ilinx or dizziness : Playing to induce a disorienting experience or state of mind. Examples: spinning, roller-coaster rides, getting “crazy drunk”
    24. 27. MERRY-GO-ROUND
    25. 28. CASE STUDY: Children’s Handclapping Games
    26. 29. Pizza, pizza, Daddy-o: Children’s Musical Play/Game Spaces http://www.folkstreams.net/film,73 Bess Lomax Hawes (1967, Los Angeles )
    27. 30. “ First, this seems to be primarily a female tradition; little girls begin to learn it during their 6th or 7th year . By the time they reach puberty the tradition is abandoned, or perhaps simply transmuted into social dance. Boys of the same age-span seem invariably to know the games but do not perform them in public situations such as the school yard. In backyards or alleys, however, the games may be played by mixed groups. Bess Lomax Hawes
    28. 31. Bess Lomax Hawes The primary game form is the ring. The clapping formation in which two children face each other and clap hands is actually itself a small ring to which others can be added like a string of beads. The other principal play form consists of parallel lines of players facing each other. All action takes place inside the ring or between the parallel lines; players do not go &quot;outside.&quot;
    29. 32. Characteristically, there is a central figure who initiates the action, and the &quot;plot line” of each game then consists of a series of moves which constitute one run-through of the play; this is repeated until the group is satisfied, or until everyone has had a turn at the center role. Bess Lomax Hawes
    30. 33. This structure guarantees that there will be no more or less time for any child to have the central power position; competition, then, in the sense of winning-losing, is absent. Though individual players may try to outdo each other in improvisational detail, there is no reward expressed in terms of game action (another turn at the central role, for example). Bess Lomax Hawes
    31. 34. Stylistically the major feature is call and response; almost every phrase is echoed both in singing and movement patterns. Motor expressiveness is elaborated; musical expressiveness is not. Though the children clap, their clapping style seems to stress tactile rather than tonal values. Their hands are quite relaxed; they stroke instead of making an impact. Bess Lomax Hawes
    32. 35. This effect is emphasized by the degree of body empathy the children share; they move over, make room, spread out, close together, move in tandem and adjust to each other's physical presence in a thousand subtle ways. Physically speaking, they enjoy group blend to a degree that white society only seems to achieve under the strictest imposed discipline.” Bess Lomax Hawes
    33. 36. 1. How is this form of play a type of “game”? 2. What is learned during the game process? 3. What gender roles are encouraged?
    34. 37. Peak Experiences and Flow States Psychologist: Mihaly Csikszentmihalyi
    35. 38. PRONOUNCED: “ CHICKS SEND ME HIGH” (NO JOKE!)
    36. 49. “ Flow activities lead to growth and discovery . One cannot enjoy doing the same thing at the same level for long. We grow either bored or frustrated; and then the desire to enjoy ourselves again pushes us to stretch our skills, or to discover new opportunities for using them.”
    37. 50. PLEASURE ENJOYMENT
    38. 51. Peak Experiences and Flow States <ul><li>Clear goals : expectations and rules are discernible and goals are attainable and align appropriately with one's skill set and abilities. </li></ul><ul><li>. </li></ul>
    39. 52. Peak Experiences and Flow States 2. Concentrating and focusing : a high degree of concentration on a limited field of attention (a person engaged in the activity will have the opportunity to focus and to delve deeply into it).
    40. 54. Peak Experiences and Flow States 3. A loss of the feeling of self-consciousness
    41. 55. Peak Experiences and Flow States 4. Distorted sense of time : one's subjective experience of time is altered.
    42. 57. Peak Experiences and Flow States 5. Direct and immediate feedback (successes and failures in the course of the activity are apparent, so that behavior can be adjusted as needed).
    43. 59. Peak Experiences and Flow States 6. Balance between ability level and challenge : (the activity is neither too easy nor too difficult).
    44. 61. Peak Experiences and Flow States 7. A sense of personal control over the situation or activity.
    45. 62. Peak Experiences and Flow States 8. The activity is intrinsically rewarding , so there is an effortlessness of action.
    46. 63. Peak Experiences and Flow States 9. People become absorbed in their activity, and focus of awareness is narrowed down to the activity itself, action and awareness merging.
    47. 64. Peak Experiences and Flow States AUTOTELIC vs. EXOTELIC AUTO = “self” EXO= “outside ” TELOS = “goal”
    48. 65. an intense engagement in an activity for its own sake Deep play:
    49. 66. Peak Experiences and Flow States Describe an experience to a different person where you felt in “deep play,” had “a peak experience,” or were in a “flow” state. Write down your partner’s descriptions.
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