Compassionate Play in The Ludic Century

<p><span style="font-family: Arial, serif;">In 2013 game designer Eric Zimmerman wrote a provocative manifesto entitled ‘</span><span style="font-family: Arial, serif;">Manifesto for a Ludic Century’</span><span style="font-family: Arial, ser...

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Main Author: James Dyer
Format: Article
Language:English
Published: University of Glasgow 2014-11-01
Series:Press Start
Subjects:
Online Access:http://press-start.gla.ac.uk/index.php/press-start/article/view/4
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author James Dyer
author_facet James Dyer
author_sort James Dyer
collection DOAJ
description <p><span style="font-family: Arial, serif;">In 2013 game designer Eric Zimmerman wrote a provocative manifesto entitled ‘</span><span style="font-family: Arial, serif;">Manifesto for a Ludic Century’</span><span style="font-family: Arial, serif;"> (2013a)</span><span style="font-family: Arial, serif;">, in which Zimmerman declares the 21</span><sup><span style="font-family: Arial, serif;">st</span></sup><span style="font-family: Arial, serif;"> Century’s dominant cultural form to be games. Consequently, Zimmerman proposes that the individual occupant of the century is therefore in a continuous state of game engagement. As such, this re-contextualisation of game space and play, indefinitely articulates the individual as a constant player and character, and thusly challenges the notions of selfhood. Importantly it should be noted, the state of a ludic century is explicitly assumed as a truth, however superficial it may appear. Accordingly, this paper is then afforded to be an extended hypothesis of the proposed ludic century, rather than a critical dissection and response to Zimmerman’s manifesto. This enables a hermeneutic framing of the questions: ‘</span><span style="font-family: Arial, serif;">What does it mean to live in a ludic century?’</span><span style="font-family: Arial, serif;">and ‘in what capacity may the self exist in the ludic century?’</span><span style="font-family: Arial, serif;"> These questions will attempt to distinguish play as an inherent cultural logic that extends beyond the limitations of explicit ‘gamification’ or </span><span style="font-family: Arial, serif;">instrumental play (</span><span style="font-family: Arial, serif;">Stenros et al., 2009; </span><span style="font-family: Arial, serif;">Zichermann, 2010).</span><span style="font-family: Arial, serif;"> Concluding, it is claimed that the ludic century elicits a sustained delusion of self, as the player is confined to the designed game structure, which inhibits authentic engagement and interaction with environment and self. It is proposed that</span><span style="font-family: Arial, serif;"> this evokes a form of suffering, the compassionate play within the ludic century.</span></p>
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spelling doaj.art-69ea17d8046b41e68efaac8d84ce09492022-12-22T01:43:56ZengUniversity of GlasgowPress Start2055-81982014-11-011121361Compassionate Play in The Ludic CenturyJames Dyer<p><span style="font-family: Arial, serif;">In 2013 game designer Eric Zimmerman wrote a provocative manifesto entitled ‘</span><span style="font-family: Arial, serif;">Manifesto for a Ludic Century’</span><span style="font-family: Arial, serif;"> (2013a)</span><span style="font-family: Arial, serif;">, in which Zimmerman declares the 21</span><sup><span style="font-family: Arial, serif;">st</span></sup><span style="font-family: Arial, serif;"> Century’s dominant cultural form to be games. Consequently, Zimmerman proposes that the individual occupant of the century is therefore in a continuous state of game engagement. As such, this re-contextualisation of game space and play, indefinitely articulates the individual as a constant player and character, and thusly challenges the notions of selfhood. Importantly it should be noted, the state of a ludic century is explicitly assumed as a truth, however superficial it may appear. Accordingly, this paper is then afforded to be an extended hypothesis of the proposed ludic century, rather than a critical dissection and response to Zimmerman’s manifesto. This enables a hermeneutic framing of the questions: ‘</span><span style="font-family: Arial, serif;">What does it mean to live in a ludic century?’</span><span style="font-family: Arial, serif;">and ‘in what capacity may the self exist in the ludic century?’</span><span style="font-family: Arial, serif;"> These questions will attempt to distinguish play as an inherent cultural logic that extends beyond the limitations of explicit ‘gamification’ or </span><span style="font-family: Arial, serif;">instrumental play (</span><span style="font-family: Arial, serif;">Stenros et al., 2009; </span><span style="font-family: Arial, serif;">Zichermann, 2010).</span><span style="font-family: Arial, serif;"> Concluding, it is claimed that the ludic century elicits a sustained delusion of self, as the player is confined to the designed game structure, which inhibits authentic engagement and interaction with environment and self. It is proposed that</span><span style="font-family: Arial, serif;"> this evokes a form of suffering, the compassionate play within the ludic century.</span></p>http://press-start.gla.ac.uk/index.php/press-start/article/view/4Ludic Centuryselfhoodresponsible agencyfree willpervasive games
spellingShingle James Dyer
Compassionate Play in The Ludic Century
Press Start
Ludic Century
selfhood
responsible agency
free will
pervasive games
title Compassionate Play in The Ludic Century
title_full Compassionate Play in The Ludic Century
title_fullStr Compassionate Play in The Ludic Century
title_full_unstemmed Compassionate Play in The Ludic Century
title_short Compassionate Play in The Ludic Century
title_sort compassionate play in the ludic century
topic Ludic Century
selfhood
responsible agency
free will
pervasive games
url http://press-start.gla.ac.uk/index.php/press-start/article/view/4
work_keys_str_mv AT jamesdyer compassionateplayintheludiccentury