Games, reflexivity, and governance

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Games, reflexivity, and governance - Presentation Transcript

  1. Prof. Dr. Benjamin Jörissen
    Department of Education
    Chair (per pro) of Applied Media Science
    Games, Reflexivity,and governance
    Keynote held at the
    3rd Vienna Games Conference
    Future and Reality of Games (F.R.O.G.) 2009
    Vienna, City Hall, 26.9.2009
  2. „self-education though media“
    „Medienbildung“
  3. Digital Games
    self-education
    power
  4. Digital Games
    self-education
    power
  5. Jörissen
  6. Media „Bildung“
    Self-educational potentials of digital games (example)
    „Bildung“, power and governance
    Digital games and governance
  7. Media „Bildung“
    Self-educational potentials of digital games (examples)
    „Bildung“, power and governance
    Digital games and governance
  8. „Bildung“ as a
    complex learningprocess
    versus „well-educatedness“
    Marotzki, Winfried (1990): Entwurf einer strukturalen Bildungstheorie. Weinheim: Deutscher Studien-Verl.
  9. „Bildung“ as a process of
    structural transformation
    of the individual‘s world view
    Marotzki, Winfried (1990): Entwurf einer strukturalen Bildungstheorie. Weinheim: Deutscher Studien-Verl.
  10. „(reflexive) orientational
    knowledge“
    versus
    „know what, know how“
    Marotzki, Winfried (1990): Entwurf einer strukturalen Bildungstheorie. Weinheim: Deutscher Studien-Verl.
  11. orientation
    coping with contingencies
    flexibility
    reorientation,
    reframing of world views
    tentativity
    exploration,
    creativity , trying things
    openness towards theunknown
    alterity
  12. participation
    demands
    articulation
    requires
    recognition
    through
    processes of
    socialinteraction
  13. participation
    demands
    articulation
    requires
    recognition
    through
    processes of
    socialinteraction
  14. Immanuel Kant – Logic(1800)
    Kant, Immanuel (1977): Logik. Ein Handbuch zu Vorlesungen. In: ders.: Schriften zur Metaphysik und Logik 2. Werkausgabe Bd. VI. Frankfurt/M.: Suhrkamp.
  15. Orientational Dimensions
  16. structural analysis with regard to potentials of reflecting upon …
  17. Media „Bildung“
    Self-educational potentials of digital games (example)
    „Bildung“, power and governance
    Digital games and governance
  18. “New semiotic domains provokereframing of former world views,
    because they call for
    new cognitive patternsof perception and interpretation.”
    Fromme, Johannes/Jörissen, Benjamin/Unger, Alexander (2008): (Self-) Educational effects of computer gaming cultures. In: Ferdig, Rick (ed.): Handbook of Research on Effective Electronic Gaming in Education. Hershey: Information Science Reference, p. 763.
  19. Media „Bildung“
    Self-educational potentials of digital games (example)
    „Bildung“, power and governance
    Digital games and governance
  20. Michel Foucault (1926-1984)
    Professor for „History of the Systems of Thinking“ at the
    Collège de France, Paris
  21. Michel Foucault (1926-1984)
    Professor for „History of the Systems of Thinking“ at the
    Collège de France, Paris
    „power“
  22. Michel Foucault (1926-1984)
    Professor for „History of the Systems of Thinking“ at the
    Collège de France, Paris
    „power“
    „governmentality“
    „regiment“
    „subjectivity“
  23. performative practices aiming to make dominating discourses visible
  24. “Who allows to be captured by the dispositive of the ‘mobile phone’, however intensive the desire may have been which drove him to do so, does not acquire a new subjectivity, but merely a number which eventually can be used to control him… .”
    Agamben, Giorgio (2008): Was ist ein Dispositiv? Zürich: diaphanes, p. 37. (my translation)
  25. Media „Bildung“
    Self-educational potentials of digital games (example)
    „Bildung“, power and governance
    Digital games and governance
  26. How are relations of power and rule structured in the realm of digital games?
  27. Juul, Jesper (2005): Half-real. Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press.
  28. Juul, Jesper (2005): Half-real. Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press.
  29. 1. rules2. outcome3. valorization of outcome4. player effort5. player attached to outcome6. negotiable consequences of the outcome
    "A game is a rule-based system with a variable and quantifiable outcome, where differences between outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are negotiable."
    Juul, Jesper (2005): Half-real. Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press.
  30. rules don´t force:
    they govern
  31. playing a game
    requires the gamer to
    subordinate himself
    to the rules
  32. Don‘t just play it like they want you to.
    Resist the imperatives of a game.
    Revaluate the outcome.
    Go explore.
  33. Prof. Dr. Benjamin Jörissen
    Department of Education
    Chair (per pro) of Applied Media Science
    http://joerissen.namebenjamin@joerissen.name
    3rd Vienna Games Conference
    Future and Reality of Games (F.R.O.G.) 2009
    Vienna, City Hall, 26.9.2009
  34. CulturalObjects
    DigitalObjects
    Meaning
    (Narrative, Rhetoric)
    „Physics“
    Digital Sphere
    Sociocultural Sphere
    „Rules“
    Scripts etc.
    Identities
    HC-Interface-Sphere
    Input/Output-Devices

+ Benjamin JörissenBenjamin Jörissen, 2 months ago

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