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From Territorial to Temporal Ambitions: The Politics of Time and Imagination in Massive Multiplayer Online Forecasting Games:

机译:从地域野心到时空野心:大型多人在线预测游戏中的时间和想象力政治:

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In 2010, the online forecasting game Urgent Evoke, produced by Jane McGonigal, former Director of Gaming at the Institute for the Future and the World Bank Institute, elicited praise by gaming critics as a model for a??serious gaming.a?? The game promised to show how players could think about long-term solutions to urgent social problems like hunger, poverty, conflict, and climate change using the African continent as its test bed. Players imagined future temporal outcomes through remixing media. In a qualitative analysis of actual game play during the real-time introduction of the game for teaching organizational communication, Evoke became a platform for student inquiry for questioning its underlying design as an expansion of territorial and temporal conquest. Evoke served as a springboard for building a literacy of critical time among students in accessing stakeholder power to determine the future. Students challenged, created, and followed the cultural capital of promissory visions in circulation. The curriculum design for using serious and forecasting games like Evoke must account for the conceptual development of what Sarah Sharma calls critical time or chronopolitics, a hidden politics of time that shapes our approaches to cultures, organizations, and innovation. By placing spatial and temporal dynamics center stage, we investigated how serious games produce a chronopolitics of time differentiating among people by class and ethnicity. Alternative Reality Games offer the potential for building a literacy of critical forecasting time to understand the practices for anticipating the future as temporal networks of power, different and uneven.
机译:2010年,由未来学院和世界银行学院的前游戏总监Jane McGonigal制作的在线预测游戏Urgent Evoke引起了游戏评论家的称赞,成为了“严肃游戏”的典范。该游戏承诺向玩家展示如何利用非洲大陆作为测试平台,解决诸如饥饿,贫困,冲突和气候变化等紧急社会问题的长期解决方案。玩家通过混合媒体来想象未来的时间结局。在实时介绍用于组织沟通的游戏过程中对实际游戏玩法的定性分析中,Evoke成为了学生提问的平台,以质疑其底层设计作为领土和时间征服的扩展。 Evoke起到了跳板的作用,使学生掌握了关键时间的知识,从而可以利用利益相关者的力量来确定未来。学生挑战,创造并遵循了流通中的期许愿景的文化资本。使用诸如Evoke这样的严肃且具有预测性的游戏的课程设计必须考虑到Sarah Sharma所谓的关键时间或时序政治的概念发展,这是塑造我们对文化,组织和创新方法的一种隐藏的时间政治。通过将时空动态置于中心位置,我们研究了严肃的游戏如何产生按阶级和种族区分人的时间的时序政治。另类现实游戏提供了建立关键的预测时间知识的潜力,从而了解了预测未来的实践,这些预测是时间的​​力量网络(不同和不平衡)。

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