Magazine et Edition

Volume 9 (2022): Edition 1 (June 2022)

Volume 8 (2021): Edition 1 (January 2021)
Health, Media and Participation

Volume 7 (2020): Edition 2 (October 2020)
Failures in Cultural Participation

Volume 7 (2020): Edition 1 (July 2020)
Feminism, Gender, Social Movements and Everyday Resistance

Volume 6 (2019): Edition 1 (December 2019)
Cultural Participation, Social Media Affect and Art

Volume 5 (2018): Edition 1 (May 2018)
Community and Creative Research. Developing Participatory Methodologies

Volume 4 (2017): Edition 1 (December 2017)
Playful Participation II

Volume 3 (2016): Edition 1 (June 2016)
Playful Participation

Volume 2 (2015): Edition 2 (December 2015)
Participation across Institutional and Disciplinary Boundaries

Volume 2 (2015): Edition 1 (October 2015)
Mediatized Cultural Activism

Volume 1 (2014): Edition 1 (November 2014)
Participatory Cultural Citizenship

Détails du magazine
Format
Magazine
eISSN
2246-3755
Première publication
01 Nov 2014
Période de publication
2 fois par an
Langues
Anglais

Chercher

Volume 4 (2017): Edition 1 (December 2017)
Playful Participation II

Détails du magazine
Format
Magazine
eISSN
2246-3755
Première publication
01 Nov 2014
Période de publication
2 fois par an
Langues
Anglais

Chercher

3 Articles
Accès libre

Playful Participation

Publié en ligne: 06 Apr 2021
Pages: 1 - 20

Résumé

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.

Mots clés

  • SOCIAL GAMES
  • PLAY THEORY
  • GAME-BASED DESIGN
  • PARTICIPATORY ART THEORY
  • PARTICIPATORY CULTURE
Accès libre

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

Publié en ligne: 06 Apr 2021
Pages: 1 - 13

Résumé

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.

Mots clés

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

Everyday Media Play

Publié en ligne: 06 Apr 2021
Pages: 1 - 10

Résumé

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.

Mots clés

  • PLAY
  • MEDIATIZATION
  • ONLINE COMMUNITIES
  • CHILDREN
  • CHILDHOOD
3 Articles
Accès libre

Playful Participation

Publié en ligne: 06 Apr 2021
Pages: 1 - 20

Résumé

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.

Mots clés

  • SOCIAL GAMES
  • PLAY THEORY
  • GAME-BASED DESIGN
  • PARTICIPATORY ART THEORY
  • PARTICIPATORY CULTURE
Accès libre

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

Publié en ligne: 06 Apr 2021
Pages: 1 - 13

Résumé

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.

Mots clés

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

Everyday Media Play

Publié en ligne: 06 Apr 2021
Pages: 1 - 10

Résumé

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.

Mots clés

  • PLAY
  • MEDIATIZATION
  • ONLINE COMMUNITIES
  • CHILDREN
  • CHILDHOOD

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