Video Games, Design, and Aesthetic Experience

This paper places video games within the area of what I call “designed experiences”. Designed experiences are experiences – in the real world or via media – that are designed to elicit specific effects or affects. In previous work I have investigated how teachers, in their classrooms, or game design...

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Main Author: James Paul Gee
Format: Article
Language:English
Published: Rosenberg & Sellier 2016-12-01
Series:Rivista di Estetica
Subjects:
Online Access:http://journals.openedition.org/estetica/1312
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author James Paul Gee
author_facet James Paul Gee
author_sort James Paul Gee
collection DOAJ
description This paper places video games within the area of what I call “designed experiences”. Designed experiences are experiences – in the real world or via media – that are designed to elicit specific effects or affects. In previous work I have investigated how teachers, in their classrooms, or game designers, in their games, design experiences that are meant, in both cases, to lead to learning. However, designed experiences can be intended to elicit other things than learning. They can also seek to elicit things such as social change, attitude or behavioral changes, emotions, or other effects of (or on) the body, the mind, or the soul. In this paper I take up the relationship between games as designed experiences and games as art.
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spelling doaj.art-7b79d4a1eb224624a4e0bad6e9a560902022-12-21T17:32:45ZengRosenberg & SellierRivista di Estetica0035-62122421-58642016-12-016314916010.4000/estetica.1312Video Games, Design, and Aesthetic ExperienceJames Paul GeeThis paper places video games within the area of what I call “designed experiences”. Designed experiences are experiences – in the real world or via media – that are designed to elicit specific effects or affects. In previous work I have investigated how teachers, in their classrooms, or game designers, in their games, design experiences that are meant, in both cases, to lead to learning. However, designed experiences can be intended to elicit other things than learning. They can also seek to elicit things such as social change, attitude or behavioral changes, emotions, or other effects of (or on) the body, the mind, or the soul. In this paper I take up the relationship between games as designed experiences and games as art.http://journals.openedition.org/estetica/1312video gamesdesignlearning
spellingShingle James Paul Gee
Video Games, Design, and Aesthetic Experience
Rivista di Estetica
video games
design
learning
title Video Games, Design, and Aesthetic Experience
title_full Video Games, Design, and Aesthetic Experience
title_fullStr Video Games, Design, and Aesthetic Experience
title_full_unstemmed Video Games, Design, and Aesthetic Experience
title_short Video Games, Design, and Aesthetic Experience
title_sort video games design and aesthetic experience
topic video games
design
learning
url http://journals.openedition.org/estetica/1312
work_keys_str_mv AT jamespaulgee videogamesdesignandaestheticexperience