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Entertainment > Play
Entertainment is an event, performance, or activity designed to give pleasure to an
audience (although, for example, in the case of a computer game the "audience" may
be only one person). Recreation, play, reading, and art appreciation are not generally
regarded as entertainment but rather as recreation because entertainment generally
requires the supplier of the performance to be visible to the viewer, with the
exception of computer games.


Play is amusing interaction with people, animals, or toys, often in the context of
learning or recreation. Some play has clearly defined goals and is called a game,
some play has no such goal and is unrestrained.As a theoretical concept, play is
notoriously difficult to tightly define. Rather than having a single meaning, play is
best seen as descriptive of a range of activities that can be ascribed to both humans
and non-humans.

(source: Wikipedia)
< Health                                                                            Work >




 Domain Entertainment > Play
  Antoine Adamowicz - Wouter Baars - Emilia Barakova - Tilde Bekker - Tristan Frencken -
  Marc Geilen - Ann de Gersem - Heleen van Heel -Maxine Kennedy - Rob van Kranenborg -
     Hans Leeuw - Bert Lonsain - Joris Maas - Dirk van den Mortel - David Morgan -
 Matthias Rauterberg - Ronald van Tienhoven (dm) - Ellen Ras - Monique Segers (pm) -
                               Christoph Seyferth - Peter Verbeek
If
We learn best by playing,

Then
We need lifelong kindergarten.
The Boundaries between Education, Work
and Play will increasingly vanish.
This will have a profound effect on man’s
physical and mental well-being.
What kinds of Play are
emerging from hybrids of
old and new media?
What is the true connotation of interactivity
in the 21st century?
Can we intensify interactivity by means of
the intelligent products we intend to design?
Will we be able to stretch its meaning
towards enhanced and intensified ways
of social and cultural exchange?
How can we design play
Into tomorrow’s learning?
Nintendo, id Software, Lego, and several other
cutting-edge entertainment (>play) companies
are increasingly asking for active participants,
not for consumers. More and more there will
be an ongoing input and output, made possible
with open platforms, open code, and flexible
protocols. The product’s history will become
the history of exchange between developer and
user. In fact, the user will become a developer.
A Question, B Mantra:...
What kind of intelligent system will
prove to be a true companion and friend?
What kind of intelligent system will
prove to be a true companion and friend?
What kind of intelligent system will
prove to be a true companion and friend?
Project: Design a Friend.
Internalize the task,
Internalize the product,
because you should want
to live with it.
If/Then also refers to the need to customize
a given product or set of rules. Can a product
be the true extension of one’s specific needs
and wishes? Does intelligence lie in the eye
of the active, discerning and critical beholder?

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Technical University Eindhoven: Domain lecture - September2006

  • 2. Entertainment is an event, performance, or activity designed to give pleasure to an audience (although, for example, in the case of a computer game the "audience" may be only one person). Recreation, play, reading, and art appreciation are not generally regarded as entertainment but rather as recreation because entertainment generally requires the supplier of the performance to be visible to the viewer, with the exception of computer games. Play is amusing interaction with people, animals, or toys, often in the context of learning or recreation. Some play has clearly defined goals and is called a game, some play has no such goal and is unrestrained.As a theoretical concept, play is notoriously difficult to tightly define. Rather than having a single meaning, play is best seen as descriptive of a range of activities that can be ascribed to both humans and non-humans. (source: Wikipedia)
  • 3.
  • 4.
  • 5. < Health Work > Domain Entertainment > Play Antoine Adamowicz - Wouter Baars - Emilia Barakova - Tilde Bekker - Tristan Frencken - Marc Geilen - Ann de Gersem - Heleen van Heel -Maxine Kennedy - Rob van Kranenborg - Hans Leeuw - Bert Lonsain - Joris Maas - Dirk van den Mortel - David Morgan - Matthias Rauterberg - Ronald van Tienhoven (dm) - Ellen Ras - Monique Segers (pm) - Christoph Seyferth - Peter Verbeek
  • 6.
  • 7. If We learn best by playing, Then We need lifelong kindergarten.
  • 8. The Boundaries between Education, Work and Play will increasingly vanish. This will have a profound effect on man’s physical and mental well-being.
  • 9.
  • 10. What kinds of Play are emerging from hybrids of old and new media?
  • 11. What is the true connotation of interactivity in the 21st century? Can we intensify interactivity by means of the intelligent products we intend to design? Will we be able to stretch its meaning towards enhanced and intensified ways of social and cultural exchange?
  • 12. How can we design play Into tomorrow’s learning?
  • 13. Nintendo, id Software, Lego, and several other cutting-edge entertainment (>play) companies are increasingly asking for active participants, not for consumers. More and more there will be an ongoing input and output, made possible with open platforms, open code, and flexible protocols. The product’s history will become the history of exchange between developer and user. In fact, the user will become a developer.
  • 14. A Question, B Mantra:...
  • 15. What kind of intelligent system will prove to be a true companion and friend?
  • 16. What kind of intelligent system will prove to be a true companion and friend?
  • 17. What kind of intelligent system will prove to be a true companion and friend?
  • 18. Project: Design a Friend. Internalize the task, Internalize the product, because you should want to live with it.
  • 19. If/Then also refers to the need to customize a given product or set of rules. Can a product be the true extension of one’s specific needs and wishes? Does intelligence lie in the eye of the active, discerning and critical beholder?