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Online gaming culture 6
1. Gaut Cluster theory
Berys Gaut has defended a "cluster" account of art.
1
Ten features are offered
as sample criteria for art: (1) possessing positive aesthetic properties, (2)
being expressive of emotion, (3) being int
ellectually challenging, (4) being
formally complex and coherent, (5) having a capacity to convey complex
meanings, (6) exhibiting an individual point of view, (7) being an exercise of
creative imagination, (8) being an artifact or performance that is the
product
of a high degree of skill, (9) belonging to an established artistic form, and
(10) being the product of an intention to make a work of art.
(4) (PDF) The Cluster Theory of Art. Available from:
https://www.researchgate.net/publication/249247754_The_Cluster_Theory_of_Art [accessed Feb 21 2022].
2. Wittgeinstein Familal
“There is no characteristic that is common to everything that we call games;
but we cannot on the other hand say that ‘game’ has several independent meanings like
‘bank’. It is a family-likeness term (pg 75, 118). Think of ball-games alone: some, like
tennis, have a complicated system of rules; but there is a game which consists
just in throwing the ball as high as one can, or the game which children play
of throwing a ball and running after it. Some games are competitive, others not (pg
68). This thought was developed in a famous passage of the Philosophical Investigations in
which Wittgenstein denied that there was any feature — such as entertainment,
competitiveness, rule-guidedness, skill — which formed a common element in all
games; instead we find a complicated network of similarities and relationships
overlapping and criss-crossing.
3. Caillois
Caillois proposes four fundamental categories of play to use to describe the
complexities of games by their roles: agôn (competition), alea (chance),
mimicry (simulation), and ilinx (vertigo). These are further classified as
paidia, a more playful form of activity, and ludus, a play that is structured with
rules.
7. Koster Fun Theory
Fun is about learning
Fun is a design principle
Fun in games arises out of learning, out of the challenge, it arises out of mastery,
of solving puzzles, with games learning is the drug
Games are systems to help learn patterns
Fun is a neourochemical reward for pattern recognition
Dopamine Release
8. Delight
An act of recognition and transitory
Hard Fun - Visceral fun - Social Fun
9. FInite and Infinite games Carse
Bruno - games external rules, play personally applied rules
structured/unstructured Play - stated - unstated rules,
10. Assignment Mid Point
An original presentation on an aspect of Esports of you choice
5 slides at least lasting up to 8 minutes
Referenced
800 word written report, referenced.
28th Develop in class with others etc.
7th March Show
14th March report
Report leads into and is included in your final assessment.