GAME TALK #7_2019: JOHN SHARP (TRAILER)

GAME TALK #7_2019: JOHN SHARP (TRAILER)

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JUNE 4 2019/4 GIUGNO 2019
18:00 - 19:00
Room 135/Aula 135 (terzo piano)
Università IULM (IULM 1)
Via Carlo Bo, 1
20143 Milan

7 1/2 OBSERVATIONS ABOUT THE SHORTEST FOUR-LETTER WORD IN GAMES

When players enjoy a game, they say, “That was fun!” When designers make, journalists review, or academics theorize about a game, the word fun rarely comes up. A word so commonplace as to sound meaningless and typically ignored, “fun" remains unmentioned by those who make and write about games. This talk looks beyond game development, game journalism and game studies for ideas to help us better understand the role of fun in games and beyond. Drawing on fields as diverse as cognitive psychology, anthropology, cultural theory, the philosophy of art, and sociology, Sharp explores the power and potential of fun as useful concept and tool for experiencing, thinking about, and understanding play.

John Sharp is a designer, art historian, curator and educator with thirty years of involvement in the creation and study of art and design. John's current design work focuses on cultural games, artgames and non-digital games. His current research addresses game aesthetics, the processes of creativity, and the intersections of aesthetics and ethics. Sharp is Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at the New School. He is the author of Works of Game: On the Aesthetics of Games and Art (MIT Press) and coauthor (with Colleen Macklin) of Iterate.Ten Lessons in Design and Failure and (with David Thomas) Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful (MIT Press). Sharp and Macklin are Codirectors of the PETLab (Prototyping Education and Technology Lab) at Parsons. John was the curator of Spacewar!: Videogames Blast Off (2012) and A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games (2018, co-curator Jason Eppink) at the Museum of the Moving Image and co-curator of XYZ: Alternative Voices in Game Design (2013) at the Museum of Design-Atlanta. John’s Games include The Metagame (2015) and Losswords (2019).

7 OSSERVAZIONI E 1/2 SULLA PAROLA DI QUATTRO LETTERE PIÙ CORTA NEI GIOCHI
LINGUA: INGLESE

Quando un giocatore s’imbatte in un’esperienza ludica particolarmente avvincente, spesso esclama: "Wow, è veramente divertente!". Eppure designer, giornalisti e accademici raramente utilizzano il termine “divertimento” per riferisi ai videogiochi. Questo sostantivo è così vago e generico che persino chi sviluppa o scrive di videogiochi tende a ignorarlo. Beninteso, il fenomeno non riguarda solo game design, giornalismo e game studies, ma la cultura in quanto tale. In un avvincente excursus che attinge a piene mani dalla psicologia cognitiva, dall'antropologia, dalla teoria culturale, dalla filosofia dell'arte e alla sociologia - Sharp esplora il potenziale del divertimento per ripensare l’attività del giocare.

John Sharp è un designer, storico dell'arte, curatore ed educatore con trent'anni di esperienza nello sviluppo e nello studio dell'arte e del design. La sua ricerca si concentra sui videogiochi culturali, artistici e analogici, con particolare attenzione all'estetica videoludica, i processi creativi e le intersezioni tra estetica ed etica. Professore Associato alla Scuola di Arte, Media e Tecnologia della Parsons School of Design (New School), è l’autore di Works of Game: On the Aesthetics of Games and Art (MIT Press) e coautore (con Colleen Macklin) di Iterate.Ten Lessons in Design and Failure e (con David Thomas) Fun, Taste, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful (MIT Press). Sharp e Macklin sono i direttori del PETLab (Prototyping Education and Technology Lab) alla Parsons School of Design. Ha curato numerose mostre tra cui Spacewar!: Videogames Blast Off (2012) e A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games (2018, insieme a Jason Eppink) al Museum of the Moving Image. Ha co-curato XYZ: Alternative Voices in Game Design (2013) al Museum of Design-Atlanta. Come designer, ha realizzato The Metagame (2015) and Losswords (2019).

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