For centuries, thinkers of all stripes have said that life is a game. What if that is true? What if life really is a game? What if our presence here is part of a vast and beautiful interactive machine? Edward Castronova urges readers to think about the human condition in the same way that a player thinks about a game. So many of the mechanics we see in games are present in daily life, from role-playing and levelling up, to investing, diplomacy, and the sublime tension between the risk of loss and the thrill of victory. What is 'victory,' though? We all have our own ideas about how to win this…mehr
For centuries, thinkers of all stripes have said that life is a game. What if that is true? What if life really is a game? What if our presence here is part of a vast and beautiful interactive machine? Edward Castronova urges readers to think about the human condition in the same way that a player thinks about a game. So many of the mechanics we see in games are present in daily life, from role-playing and levelling up, to investing, diplomacy, and the sublime tension between the risk of loss and the thrill of victory. What is 'victory,' though? We all have our own ideas about how to win this game. Some say the point is to feel good. Others say it is all about God, with Heaven as the win condition. However we envision our lives, game designs tells us how best to play. We decide what it means to win this game; game thinking tells us the most sensible way to do it. Thus, though it is new, the field of game design has much to say about the fundamental questions of human existence. Philosophy asks why we are here. Game Design answers: To interact, to choose, to play.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Edward Castronova is Professor of Media at Indiana University, USA. He is the author of Synthetic Worlds: The Business and Culture of Online Games (2006), Exodus to the Virtual World (2008) and Wildcat Currency: The Virtual Transformation of the Economy(2014). He specializes Games, Technology, and Society, and has served in the past as Director of the BS degree program in Game Design, and Chair of the Department of Media Arts and Production.
Inhaltsangabe
Introduction a. Stances and the Strategic Layer b. Concepts and Examples c. Is there a Game Designer? d. Life's Important; So Are Games e. We Can Only Write From Who We Are Part I: The Strategic Turn 1. Why Do Great Thinkers Keep Saying That Life is a Game? a. The Many Similarities Between Living, Gaming, and Playing b. Focus: Four Books that Come Close to Life, the Game i. Hugo Rahner: Man at Play (1967/1949) ii. Bernard Suits: The Grasshopper (1978) iii. Michel de Certeau: The Practice of Everyday Life (1984) iv. James Carse: Finite and Infinite Games (1987) c. What is the Game of Life, Really? d. The Present Moment: An Insufferable Boredom e. How Game Design Responds to Boredom 2.The Environment of Decision a. The natural world b. Meaning and mind c. Boredom and Suffering d. The Immaterial World 3. Is this a game? a. First features of the game of everything i. Life as an idle game ii. Life as Minesweeper iii. Life as Role-Playing Game b. What explains the similarity of life to a game? c. How game design illuminates social processes d. How to play 4. The Strategic Layer a. Layers b. Strategy and tactics c. The strategic layer d. On victory conditions e. Operational goals 5. Stances a. Choosing stances b. Four strategic comments about philosophical commitments c. How to evaluate a stance d. How stances change Part II. A Catalog of Stances 6. The Hedonistic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 7. The Excellence Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 8. The Heroic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 9. The Orthodox Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 10. The Mystic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment Part III. Conclusion Bibliography Index
Introduction a. Stances and the Strategic Layer b. Concepts and Examples c. Is there a Game Designer? d. Life's Important; So Are Games e. We Can Only Write From Who We Are Part I: The Strategic Turn 1. Why Do Great Thinkers Keep Saying That Life is a Game? a. The Many Similarities Between Living, Gaming, and Playing b. Focus: Four Books that Come Close to Life, the Game i. Hugo Rahner: Man at Play (1967/1949) ii. Bernard Suits: The Grasshopper (1978) iii. Michel de Certeau: The Practice of Everyday Life (1984) iv. James Carse: Finite and Infinite Games (1987) c. What is the Game of Life, Really? d. The Present Moment: An Insufferable Boredom e. How Game Design Responds to Boredom 2.The Environment of Decision a. The natural world b. Meaning and mind c. Boredom and Suffering d. The Immaterial World 3. Is this a game? a. First features of the game of everything i. Life as an idle game ii. Life as Minesweeper iii. Life as Role-Playing Game b. What explains the similarity of life to a game? c. How game design illuminates social processes d. How to play 4. The Strategic Layer a. Layers b. Strategy and tactics c. The strategic layer d. On victory conditions e. Operational goals 5. Stances a. Choosing stances b. Four strategic comments about philosophical commitments c. How to evaluate a stance d. How stances change Part II. A Catalog of Stances 6. The Hedonistic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 7. The Excellence Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 8. The Heroic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 9. The Orthodox Stance a. Commitments b. Victory conditions c. Strategies d. Assessment 10. The Mystic Stance a. Commitments b. Victory conditions c. Strategies d. Assessment Part III. Conclusion Bibliography Index
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