The transformative potential of emersive gameplay from the point of view of art practices

##plugins.themes.bootstrap3.article.main##

##plugins.themes.bootstrap3.article.sidebar##

Published 2016-12-31
Samuel Gallastegui González

Abstract

This paper deals with the transformative potential that is brought forth in digital games when a change in the attention vector is made, which from being outside in, or immersive, turns to be inside out, or emersive. Thus, since games cease to be self-absorbed structures, their ability to influence the individual as well as society is recognized and exploited. Likewise, the emersion in digital games is linked in this research with the emergence of certain artistic practices that explicitly seek to influence the individual and society to bring about tangible changes. In this sense, the paper researchers the soft technologies that come about in emersive gameplay and inquires what have these to offer to the field of art. This research considers emersion of digital games as a possible reference of soft technologies that can be applied in artistic practices. First, it examines how the boundaries between digital games and everyday life have been conceptualized; second, possible ways to transgress those limits are explored; and third, the transformative potential of emersive gameplay is recognized.

How to Cite

Gallastegui González, Samuel. 2016. “The Transformative Potential of Emersive Gameplay from the Point of View of Art Practices”. AusArt 4 (2). https://doi.org/10.1387/ausart.17168.
Abstract 457 | PDF (Español) Downloads 542

##plugins.themes.bootstrap3.article.details##

Keywords

ART PRACTICES, DIGITAL GAMES, EMERSION, SOFT TECHNOLOGIES

References
Abt, Crark C. 1970. Serious games. New York: Viking Press
Bonsignore, Elizabeth, Kari Kraus, June Ahn, Amanda Visconti, Ann Fraistat & Allison Druin. 2012. "Alternate reality games: Platforms for collaborative learning". En The future of learning: Proceedings of the 10th International Conference of the Learning Sciences ICLS 2012, 251–8. Sydney: ICLS

Castronova, Edward. 2013. "Juegos e internet: un terreno fértil para el cambio cultural". En Cambio: 19 ensayos fundamentales sobre cómo Internet está cambiando nuestras vidas. Traducciones, Sebastián Durán, Mar Ozores & Laura Vidal. Madrid: BBVA

Csikszentmihalyi, Mihalyi.1980. "Some paradoxes in the definition of play". En Play as Context, Alyce Taylor Cheska ed., 14-25. West Point, NY: Leisure Press

Deterding, Sebastian, Rilla Khaled, Lennart E. Nacke & Dan Dixon. 2011 "Gamification: Toward a definition". En CHI 2011 Conference Proceedings and Extended Abstracts: The 29th annual CHI Conference on Human Factors in Computing Systems, Vancouver, BC, May 7-12, 1-4. New York: Association for Computing Machinery

Flanagan, Mary. 2010. "Creating Critical Play". En Artists rethinking games, edited by Ruth Catlow, Marc Garret & Corrado Morgana, 49-53. Liverpool: Foundation for Art and Creative Technology

Huizinga, Johan. (1938) 2010. Homo ludens. Traducción de Eugenio Imaz. Madrid: Alianza Emecé

Kaprow, Allan. (1993) 2003. Essays on the blurring of Art and Life. Edited by Jeff Kelley. Berkerley CA: University of California

McGonigal, Jane. 2011. Reality is broken: Why games make us better and how they can change the world. NewYork: Penguin

Montola, Markus. 2005. "Exploring the edge of the magic circle: Defining pervasive games". En Design Automation Conference: Proceedings of the 42nd Design Automation Conference, Anaheim Convention Center, Anaheim, CA, June 13-17, 16–19. New York: Association for Computing Machinery

Montola, Markus, Jaakko Stenros & Annika Waern. 2009. Pervasive Games: Theory and Design. Burlington, MA: Morgan Kaufman

Szulborski, Dave. 2005. This is not a game: A guide to alternate Reality gaming. Morrisville, NC: Lulu.com
Section
Articles