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September 26, 2005

Can play theory help designers?

Many authors have noticed that abstract theories of play have practical lessons for designers of technology. Consider either Csikszentmihalyi's concept of "flow" introduced on p. 184-185, OR Gadamer's concept of play as a "state of being" discussed in the last lecture and on p. 182.

In other writing, Csikszentmihalyi has said that "You can't make flow happen. All you can do is learn to remove obstacles in its way." If you were in a position to offer advice to designers of playful technology, how would you advise them to encourage either Csikszentmihalyi's "flow" or Gadamer's "state of being." First, (1) state which of these two concepts you will choose and assume it is a valid and useful way of characterizing human experience. Next, (2) make a recommendation to technology designers that tells them how a playful technology could encourage this state. Be sure to (3) cite material from the book to support your recommendation.

It may make this assignment easier you refer to a specific game or technology, or make reference to your own experience with a state of flow or play as a state of being. For instance, you could imagine this blog post as a consultant's report to the designer of a specific game.

To receive credit, your blog post must be on time, at least 250 words, and address each part of the question. Please write, spell-check, and save your blog posts in a word processor first, then post them to your blog. When you make a direct quotation or paraphrase, include a citation to the page and author where you found the material. DUE: 11:30 a.m. on Monday, September 26 (one hour before class begins).

Rhetorics of Frivolity

Read S-S Ch. 11

Play as Nonsense