The logic of play in everyday human-computer interaction

  • Communication, simulation, interactive narrative and ubiquitous computing are widely accepted as perspectives in humancomputer interaction. This paper proposes play as another possible perspective. Everyday uses of the computer increasingly show signs of similarity to play. This is not discussed with regard to the so-called media society, the playful society, the growing cultural acceptance of the computer, the spread of computer games or a new version of Windows, but in view of the playful character of interaction with the computer that has always been part of it. The exploratory learning process involved with new software and the creative tasks that are often undertaken when using the computer may support this argument. Together with its high level of interactivity, these observations point to a sense of security, autonomy and freedom of the user that produce play and are, in turn, produced by play. This notion of play refers not to the playing of computer games, but to an implicit, abstract (or symbolic) process based on a certainCommunication, simulation, interactive narrative and ubiquitous computing are widely accepted as perspectives in humancomputer interaction. This paper proposes play as another possible perspective. Everyday uses of the computer increasingly show signs of similarity to play. This is not discussed with regard to the so-called media society, the playful society, the growing cultural acceptance of the computer, the spread of computer games or a new version of Windows, but in view of the playful character of interaction with the computer that has always been part of it. The exploratory learning process involved with new software and the creative tasks that are often undertaken when using the computer may support this argument. Together with its high level of interactivity, these observations point to a sense of security, autonomy and freedom of the user that produce play and are, in turn, produced by play. This notion of play refers not to the playing of computer games, but to an implicit, abstract (or symbolic) process based on a certain attitude, the play spirit. This attitude is discussed regarding everyday computer use and related to the other mentioned perspectives.zeige mehrzeige weniger

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Metadaten
Verfasserangaben:Daniel Cermak-Sassenrath
URN:urn:nbn:de:kobv:517-opus-42720
ISSN:1867-6227
ISSN:1867-6219
Titel des übergeordneten Werks (Deutsch):DIGAREC series
Sonstige beteiligte Person(en):Barry Atkins
Publikationstyp:Wissenschaftlicher Artikel
Sprache:Englisch
Erscheinungsjahr:2010
Veröffentlichende Institution:Universität Potsdam
Datum der Freischaltung:15.10.2010
Ausgabe:4
Erste Seite:80
Letzte Seite:108
Quelle:Digarec Series, 4 (2010), S. 080 - 108
Organisationseinheiten:Philosophische Fakultät / Institut für Künste und Medien
DDC-Klassifikation:7 Künste und Unterhaltung / 70 Künste / 700 Künste; Bildende und angewandte Kunst
Sammlung(en):Universität Potsdam / Schriftenreihen / DIGAREC Series, ISSN 1867-6227 / DIGAREC Series (2010) 04
Lizenz (Deutsch):License LogoKeine öffentliche Lizenz: Unter Urheberrechtsschutz
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