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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Format: | Article |
Language: | English |
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Rosenberg & Sellier
2016-12-01
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Series: | Rivista di Estetica |
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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. |
first_indexed | 2024-12-23T20:13:45Z |
format | Article |
id | doaj.art-7b79d4a1eb224624a4e0bad6e9a56090 |
institution | Directory Open Access Journal |
issn | 0035-6212 2421-5864 |
language | English |
last_indexed | 2024-12-23T20:13:45Z |
publishDate | 2016-12-01 |
publisher | Rosenberg & Sellier |
record_format | Article |
series | Rivista di Estetica |
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 |