tailieunhanh - 'This Is Not a Game': Immersive Aesthetics and Collective Play

Dewey seems prepared to dismiss this sort of thing as non-aesthetic (or, as he would say, ‘anesthetic’) (p. 40). Indeed, it seems plausible to deny that experience can have an aesthetic character (or, perhaps, that it can be experience at all) if it is completely unconscious. If there were really nothing that it’s like for me to swing my foot up and down while engrossed in a novel, how could the foot swinging make any aesthetic contribution to my experience? Given that we are minimally conscious, if at all, of so many aspects of what we experience. | MelbourneDAC 2003 This Is Not a Game Immersive Aesthetics and Collective Play Jane McGonigal Department of Theater Dance Performance Studies University of California at Berkeley E-mail janemcg@ ABSTRACT The increasing convergence and mobility of digital network technologies have given rise to new massively-scaled modes of social interaction where the physical and virtual worlds meet. This paper explores one product of these extreme networks the emergent genre of immersive entertainment as a potential tool for harnessing collective action. Through an analysis of the structure and rhetoric of immersive games I explore how immersive aesthetics can generate a new sense of social agency in game players and how collaborative play techniques can instruct real-world problem-solving. KEYWORDS massively-multiplayer gaming virtual reality collective intelligence extreme networks INTRODUCTION Within three hours of the 9 11 attacks on the Pentagon and the World Trade Center a primarily American group of online gamers known as the Cloudmakers had gathered in their usual forum a public message board. Their discussions began like so many others around the world with reactions of shock prayers and speculation. By day s end however the tenor of the Cloudmakers conversations had shifted dramatically. In sharp contrast to the feelings of confusion fear and powerlessness that seemed to overwhelm public and private discourse in America during the first 24 hours after the attacks many of the Cloudmakers then 7332 members began advocating a startlingly confident and organized response to the threat and mystery posed by the day s events. Posts with subjects like The Darkest Puzzle and Cloudmakers to the Rescue argued passionately that a game-play mindset was for them an appropriate and productive way to confront the stark reality of 9 11. We can solve the puzzle of who the terrorists are one member wrote 3 . Another agreed We have the means resources and experience to .

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