Zeitschriften und Ausgaben

Volumen 9 (2022): Heft 1 (June 2022)

Volumen 8 (2021): Heft 1 (January 2021)
Health, Media and Participation

Volumen 7 (2020): Heft 2 (October 2020)
Failures in Cultural Participation

Volumen 7 (2020): Heft 1 (July 2020)
Feminism, Gender, Social Movements and Everyday Resistance

Volumen 6 (2019): Heft 1 (December 2019)
Cultural Participation, Social Media Affect and Art

Volumen 5 (2018): Heft 1 (May 2018)
Community and Creative Research. Developing Participatory Methodologies

Volumen 4 (2017): Heft 1 (December 2017)
Playful Participation II

Volumen 3 (2016): Heft 1 (June 2016)
Playful Participation

Volumen 2 (2015): Heft 2 (December 2015)
Participation across Institutional and Disciplinary Boundaries

Volumen 2 (2015): Heft 1 (October 2015)
Mediatized Cultural Activism

Volumen 1 (2014): Heft 1 (November 2014)
Participatory Cultural Citizenship

Zeitschriftendaten
Format
Zeitschrift
eISSN
2246-3755
Erstveröffentlichung
01 Nov 2014
Erscheinungsweise
2 Hefte pro Jahr
Sprachen
Englisch

Suche

Volumen 4 (2017): Heft 1 (December 2017)
Playful Participation II

Zeitschriftendaten
Format
Zeitschrift
eISSN
2246-3755
Erstveröffentlichung
01 Nov 2014
Erscheinungsweise
2 Hefte pro Jahr
Sprachen
Englisch

Suche

3 Artikel
Uneingeschränkter Zugang

Playful Participation

Online veröffentlicht: 06 Apr 2021
Seitenbereich: 1 - 20

Zusammenfassung

Abstract

IN THIS PAPER WE INTRODUCE SOCIAL GAMES AS A NEW TERRAIN FOR STUDIES IN PARTICIPATORY CULTURE. SOCIAL GAMES DEFY EASY CLASSIFICATION AND CANNOT BE APPROPRIATELY UNDERSTOOD FROM EXISTING RESEARCH PERSPECTIVES. INITIALLY, WE THEREFORE ATTEMPT TO DEFINE SOCIAL GAMES BY COMPARING THE GENRE WITH RELATED GAME GENRES, NOTABLY SERIOUS GAMES AND HEALTH GAMES. TO FURTHER INCREASE KNOWLEDGE OF SOCIAL GAMES, WE INTRODUCE A TYPOLOGY OF PLAYFUL PARTICIPATION IN SOCIAL GAMES. THE TYPOLOGY IS CONSTRUCTED BY USING FORMAL CONCEPTS FROM THEORIES OF PARTICIPATORY ART. ITS RANGE OF APPLICATION IS THEN DEMONSTRATED THROUGH AN EMPIRICAL ANALYSIS OF EIGHT SOCIAL GAME PROTOTYPES THAT ARE DESIGNED AS PART OF AN ON-GOING THREE-YEAR RESEARCH PROJECT CALLED “SOCIAL GAMES AGAINST CRIME”. THE PURPOSE OF THIS PROJECT IS TO DEVELOP SOCIAL GAMES THAT CAN HELP CHILDREN BUILD RESILIENCE TOWARDS MANY OF THE PERSONAL AND SOCIAL PROBLEMS THEY EXPERIENCE AS A RESULT OF PARENTAL INCARCERATION.

Schlüsselwörter

  • SOCIAL GAMES
  • PLAY THEORY
  • GAME-BASED DESIGN
  • PARTICIPATORY ART THEORY
  • PARTICIPATORY CULTURE
Uneingeschränkter Zugang

Playful Participation: How Pen, Provocation, and Personal Touch Boost User Engagement in Workshops

Online veröffentlicht: 06 Apr 2021
Seitenbereich: 1 - 13

Zusammenfassung

Abstract

BASED ON A CASE FROM INDUSTRY WE DESCRIBE THE USE OF GRAPHIC FACILITATION TO BOOST PARTICIPANT ENGAGEMENT IN WORKSHOPS. WITH AN OUTSET IN DESIGN SKETCHING WE DESCRIBE AND EXEMPLIFY THE USE OF GRAPHIC FACILITATION AND REFLECT ON ITS RELEVANCE FOR SUPPORTING A PLAYFUL ENVIRONMENT AND THE RESULTS ON USER PARTICIPATION IN A PROFESSIONAL LEARNING SITUATION.

FURTHER, WE PROVIDE GUIDELINES FOR PRACTITIONERS ON HOW TO EFFICIENTLY USE GRAPHIC FACILITATION IN SITUATIONS WHERE ENGAGEMENT, LEARNING AND REFLECTION ARE ESSENTIAL. THESE GUIDELINES INCLUDE USING A PERSONAL STYLE OF SKETCHING AS OPPOSED TO USING GENERIC ICONS, MAKING LARGE NUMBERS OF SKETCHES DIRECTLY IN FRONT OF THE AUDIENCE IN REAL TIME, AND CONTEXTUALIZING LEARNING POINTS IN HUMOROUS WAYS SUCH AS THROUGH REFRAMING AND EXAGGERATION.

Schlüsselwörter

  • PLAYFUL PARTICIPATION
  • USER ENGAGEMENT
  • USER INVOLVEMENT
  • GRAPHIC FACILITATION
  • VISUAL RHETORIC
  • KNOWLEDGE-SHARING
  • LEARNING
  • PROVOCATION
  • SKETCHING
  • VISUAL FACILITATION
  • VISUAL SENSEMAKING
Uneingeschränkter Zugang

Everyday Media Play

Online veröffentlicht: 06 Apr 2021
Seitenbereich: 1 - 10

Zusammenfassung

Abstract

IN CONTEMPORARY SOCIETY, THERE SEEMS TO BE A CONCEPTION THAT CHILDREN’S PLAY HAS DRAMATICALLY CHANGED OR THAT IT HAS BEEN DEPLOYED BY THE MASSIVE INFLUENCE OF DIGITAL MEDIA AND TECHNOLOGY. YET, WITHIN A FRAMEWORK OF MEDIATIZATION AND PRACTICE THEORY, AND BASED ON EXTENSIVE ETHNOGRAPHIES IN EVERYDAY CONTEXTS OF CHILDREN, DIFFERENT NARRATIVES, GENRES AND COMMUNICATIVE PATTERNS OCCUR. IN THIS ARTICLE, THE AUTHOR DRAWS A BROADER PICTURE OF THE CURRENT STATE OF PLAY IN THE LIVES OF CHILDREN AND YOUNG PEOPLE, POINTING TO RELEVANT DILEMMAS AND NUANCES IN THE FIELD.

Schlüsselwörter

  • PLAY
  • MEDIATIZATION
  • ONLINE COMMUNITIES
  • CHILDREN
  • CHILDHOOD
3 Artikel
Uneingeschränkter Zugang

Playful Participation

Online veröffentlicht: 06 Apr 2021
Seitenbereich: 1 - 20

Zusammenfassung

Abstract

IN THIS PAPER WE INTRODUCE SOCIAL GAMES AS A NEW TERRAIN FOR STUDIES IN PARTICIPATORY CULTURE. SOCIAL GAMES DEFY EASY CLASSIFICATION AND CANNOT BE APPROPRIATELY UNDERSTOOD FROM EXISTING RESEARCH PERSPECTIVES. INITIALLY, WE THEREFORE ATTEMPT TO DEFINE SOCIAL GAMES BY COMPARING THE GENRE WITH RELATED GAME GENRES, NOTABLY SERIOUS GAMES AND HEALTH GAMES. TO FURTHER INCREASE KNOWLEDGE OF SOCIAL GAMES, WE INTRODUCE A TYPOLOGY OF PLAYFUL PARTICIPATION IN SOCIAL GAMES. THE TYPOLOGY IS CONSTRUCTED BY USING FORMAL CONCEPTS FROM THEORIES OF PARTICIPATORY ART. ITS RANGE OF APPLICATION IS THEN DEMONSTRATED THROUGH AN EMPIRICAL ANALYSIS OF EIGHT SOCIAL GAME PROTOTYPES THAT ARE DESIGNED AS PART OF AN ON-GOING THREE-YEAR RESEARCH PROJECT CALLED “SOCIAL GAMES AGAINST CRIME”. THE PURPOSE OF THIS PROJECT IS TO DEVELOP SOCIAL GAMES THAT CAN HELP CHILDREN BUILD RESILIENCE TOWARDS MANY OF THE PERSONAL AND SOCIAL PROBLEMS THEY EXPERIENCE AS A RESULT OF PARENTAL INCARCERATION.

Schlüsselwörter

  • SOCIAL GAMES
  • PLAY THEORY
  • GAME-BASED DESIGN
  • PARTICIPATORY ART THEORY
  • PARTICIPATORY CULTURE
Uneingeschränkter Zugang

Playful Participation: How Pen, Provocation, and Personal Touch Boost User Engagement in Workshops

Online veröffentlicht: 06 Apr 2021
Seitenbereich: 1 - 13

Zusammenfassung

Abstract

BASED ON A CASE FROM INDUSTRY WE DESCRIBE THE USE OF GRAPHIC FACILITATION TO BOOST PARTICIPANT ENGAGEMENT IN WORKSHOPS. WITH AN OUTSET IN DESIGN SKETCHING WE DESCRIBE AND EXEMPLIFY THE USE OF GRAPHIC FACILITATION AND REFLECT ON ITS RELEVANCE FOR SUPPORTING A PLAYFUL ENVIRONMENT AND THE RESULTS ON USER PARTICIPATION IN A PROFESSIONAL LEARNING SITUATION.

FURTHER, WE PROVIDE GUIDELINES FOR PRACTITIONERS ON HOW TO EFFICIENTLY USE GRAPHIC FACILITATION IN SITUATIONS WHERE ENGAGEMENT, LEARNING AND REFLECTION ARE ESSENTIAL. THESE GUIDELINES INCLUDE USING A PERSONAL STYLE OF SKETCHING AS OPPOSED TO USING GENERIC ICONS, MAKING LARGE NUMBERS OF SKETCHES DIRECTLY IN FRONT OF THE AUDIENCE IN REAL TIME, AND CONTEXTUALIZING LEARNING POINTS IN HUMOROUS WAYS SUCH AS THROUGH REFRAMING AND EXAGGERATION.

Schlüsselwörter

  • PLAYFUL PARTICIPATION
  • USER ENGAGEMENT
  • USER INVOLVEMENT
  • GRAPHIC FACILITATION
  • VISUAL RHETORIC
  • KNOWLEDGE-SHARING
  • LEARNING
  • PROVOCATION
  • SKETCHING
  • VISUAL FACILITATION
  • VISUAL SENSEMAKING
Uneingeschränkter Zugang

Everyday Media Play

Online veröffentlicht: 06 Apr 2021
Seitenbereich: 1 - 10

Zusammenfassung

Abstract

IN CONTEMPORARY SOCIETY, THERE SEEMS TO BE A CONCEPTION THAT CHILDREN’S PLAY HAS DRAMATICALLY CHANGED OR THAT IT HAS BEEN DEPLOYED BY THE MASSIVE INFLUENCE OF DIGITAL MEDIA AND TECHNOLOGY. YET, WITHIN A FRAMEWORK OF MEDIATIZATION AND PRACTICE THEORY, AND BASED ON EXTENSIVE ETHNOGRAPHIES IN EVERYDAY CONTEXTS OF CHILDREN, DIFFERENT NARRATIVES, GENRES AND COMMUNICATIVE PATTERNS OCCUR. IN THIS ARTICLE, THE AUTHOR DRAWS A BROADER PICTURE OF THE CURRENT STATE OF PLAY IN THE LIVES OF CHILDREN AND YOUNG PEOPLE, POINTING TO RELEVANT DILEMMAS AND NUANCES IN THE FIELD.

Schlüsselwörter

  • PLAY
  • MEDIATIZATION
  • ONLINE COMMUNITIES
  • CHILDREN
  • CHILDHOOD

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