i forgot to post molly here whoops but finished the epithet erased audiobook a bit ago that was p neat
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i forgot to post molly here whoops but finished the epithet erased audiobook a bit ago that was p neat
Dr. P Check-in --Module 2 - Sicart and Resistance #writ671mu
I feel like there is a disconnect in Sicart’s theories (and to some extent Stuarts as well) that comes about from focusing on the products of play in the “functional” or “real” world that separate play from the player. In his categorization of play as separately “appropriation” and “personal,” Sicart is not going far enough to recognize what occurs in the overlap of these two conditions: resistance. I feel like he is dancing around this term because he is intent to see play “not as an activity of consumption but as an activity of production” (5). In so doing, Sicart is placing the value of the products of play (often in the context of jobs/corporate functionality) over the experience and needs of the payer. When he suggests that businesses want playfulness without play, I think it is more truthful to say that businesses want the products of play without the needs or desires of the players.
Anyone else feel this? I know I have particularly anti-capitalist leanings so may just be my own bias.
Sicart salt and pepper shakers
Source
Mcm vase made in Italy by Sicart. For sale @omasa_projects . . . . . . #mcm #midcentury #midcenturyvase #sicart #ceramic #stoneware #forsale #vaseforsale #madeinitaly #giftideas #midcenturydesign #design #style #styling #decor #tableware #vintage #70s #sculpturalvase (at Brooklyn, New York) https://www.instagram.com/p/CIogvQ6lgDf/?igshid=i5f7usklnzrk
Centrotavola di ceramica SICART di Cartigliano - Modernariato Design anni 70. #centrotavolavintage #modernariato #centrotavoladesign #sicart #cartigliano #annisettanta #anni70 #mercatinosullarotonda_milano #usatomilano #mercatinodellusatomilanonolo #mercatinodellusatoviapadovamilano #mercatinodellusato #mercatinodellusatomilano (presso NoLo) https://www.instagram.com/p/Bsf5l9Ugx87/?utm_source=ig_tumblr_share&igshid=1lzl75do4faux
'Play is‘ from Migel Sicart‘s Play Matters - Assignment 3
’Play is’ was an excerpt we were meant to read for Assignment 3. To me, Sicart’s deviation from animals being able to have fun didn’t seem as pertinent as combining the ideas from ‘What’s the point if you can’t have fun?’. While his ideas were seperate, the thesis behind it didn’t feel that dissimilar from the intention behind Graeber’s work.These were the questions for us to answer:
How is this author’s notion of play similar to the previous author’s?
Can you give an example of how play is appropriative ?
Both readings make a case against instrumentalization of play. Can you give an example of this, i.e. can work be a game? Can games be work?
The quote that shows similarities to me the most is this: "The temptation of enjoying and living life through play, through having fun, is always present." This reminded me of the previous authors reference to creatures and animals showing signs of play, indicating all life feels the temptation for fun in order to experience life.
I think a good example is Nintendo Labo- the new cardboards based nintendo system. In it you create a variety of cardboard objects in order to play the games, but the relevance of the games and how to play the games themselves are done through a variety of potential real games. How many games could use the same items in a different way? They take similar aspects and interpret them in a different way.
I think good examples of this are when a game is poorly constructed. When you have a game poorly done that is meant to teach that you are required to play, it becomes work. If a simulation game is done, for instance, to teach you about plea deals- what if the game is boring? You are required to play it to learn but you don't enjoy it, thus it begins work.
Located using retrostart.com > Vase by Unknown Designer for Sicart
Life Is Strange and Virtue Ethics
While balanced aggression is more easily discernible in games like Call of Duty or Counter-Strike where the players kill each other in order to complete game objectives, Life is Strange follows this ethical rule but by slightly different means. If Max is repeatedly and overtly aggressive then the player will be warned of unknown consequences via an internal monologue or an onscreen prompt. An example of this occurs early in the game when Max is given the option to rearrange photographs in her rivals bedroom to represent a rude hand gesture. If the player chooses to make Max rearrange the photographs they are warned of the possibility for future consequences. ...read the full text at NYMG.