ITU

Asynchronous Transgressions: Suffering, Relief and Invasions in Nintendo’s Miiverse and Streetpass

Research output: Conference Article in Proceeding or Book/Report chapterBook chapterResearchpeer-review

Standard

Asynchronous Transgressions : Suffering, Relief and Invasions in Nintendo’s Miiverse and Streetpass. / Mortensen, Torill; Navarro-Remesal, Víctor; Kristine, Jørgensen, (Editor); Karlsen, Faltin (Editor).

Transgression in Games and Play. Cambridge, MA : MIT Press, 2019. p. 47-44.

Research output: Conference Article in Proceeding or Book/Report chapterBook chapterResearchpeer-review

Harvard

Mortensen, T, Navarro-Remesal, V, Kristine, J (ed.) & Karlsen, F (ed.) 2019, Asynchronous Transgressions: Suffering, Relief and Invasions in Nintendo’s Miiverse and Streetpass. in Transgression in Games and Play. MIT Press, Cambridge, MA, pp. 47-44. https://doi.org/10.7551/mitpress/11550.001.0001

APA

Vancouver

Mortensen T, Navarro-Remesal V, Kristine J, (ed.), Karlsen F, (ed.). Asynchronous Transgressions: Suffering, Relief and Invasions in Nintendo’s Miiverse and Streetpass. In Transgression in Games and Play. Cambridge, MA: MIT Press. 2019. p. 47-44 https://doi.org/10.7551/mitpress/11550.001.0001

Author

Mortensen, Torill ; Navarro-Remesal, Víctor ; Kristine, Jørgensen, (Editor) ; Karlsen, Faltin (Editor). / Asynchronous Transgressions : Suffering, Relief and Invasions in Nintendo’s Miiverse and Streetpass. Transgression in Games and Play. Cambridge, MA : MIT Press, 2019. pp. 47-44

Bibtex

@inbook{f349361a539a43989b9e2c6f0ed1e408,
title = "Asynchronous Transgressions: Suffering, Relief and Invasions in Nintendo{\textquoteright}s Miiverse and Streetpass",
abstract = "How is suffering, including frustration, anxiety, and even pain, a relevant part of playand games? In this chapter, we discuss how play and games are deeply dependent on suffering and relief. We explore how players try to overcome communicative restrictions in quasi-social game spaces, defined by asynchronous interactions and parallel play, in order to maximize suffering and relief, both for themselves and for others. We demonstrate how players play with the suffering of others in a situation where they do not meet them directly or even have access to the consequences of their actions. To illustrate these quasi-social interactions, we focus on StreetPass and Miiverse, two Nintendo services with strong codes of conduct (CoC) to prevent transgressions.Our discussion of suffering starts with two concepts, Roger Caillois{\textquoteright}s ilinx and JesperJuul{\textquoteright}s paradox of failure, and progresses to the Buddhist idea of duhkha . Duhkha, “thirst” or “dissatisfaction,” conceptualizes pain in a way that is both wide and specific, without making it neither ennobling nor sexualized, with a strong focus on the chain of causes and consequences that shape it. We have found five types of transgressive interactions in this study: ludic transgressions; tone transgressions; CoC transgressions (against rules, norms, codes, and agreements); strawman transgressions; and transgressions of liminality. These five types of transgression highlight not only that suffering and relief are part of the ludic and social construction of games but also that players can rebalance these two experiences for others even when they do not play together. At the heart of our theory of suffering and relief is the idea that play is about voluntary, purposeful suffering, frustration, and effort to which the player has chosen to submit and hence controls to a much larger extent than in other contexts.",
author = "Torill Mortensen and V{\'i}ctor Navarro-Remesal and J{\o}rgensen, Kristine and Faltin Karlsen",
note = "Article in the anthology: Transgression in Games and Play",
year = "2019",
doi = "10.7551/mitpress/11550.001.0001",
language = "English",
isbn = "9780262038652",
pages = "47--44",
booktitle = "Transgression in Games and Play",
publisher = "MIT Press",
address = "United States",

}

RIS

TY - CHAP

T1 - Asynchronous Transgressions

T2 - Suffering, Relief and Invasions in Nintendo’s Miiverse and Streetpass

AU - Mortensen, Torill

AU - Navarro-Remesal, Víctor

A2 - Kristine, Jørgensen,

A2 - Karlsen, Faltin

N1 - Article in the anthology: Transgression in Games and Play

PY - 2019

Y1 - 2019

N2 - How is suffering, including frustration, anxiety, and even pain, a relevant part of playand games? In this chapter, we discuss how play and games are deeply dependent on suffering and relief. We explore how players try to overcome communicative restrictions in quasi-social game spaces, defined by asynchronous interactions and parallel play, in order to maximize suffering and relief, both for themselves and for others. We demonstrate how players play with the suffering of others in a situation where they do not meet them directly or even have access to the consequences of their actions. To illustrate these quasi-social interactions, we focus on StreetPass and Miiverse, two Nintendo services with strong codes of conduct (CoC) to prevent transgressions.Our discussion of suffering starts with two concepts, Roger Caillois’s ilinx and JesperJuul’s paradox of failure, and progresses to the Buddhist idea of duhkha . Duhkha, “thirst” or “dissatisfaction,” conceptualizes pain in a way that is both wide and specific, without making it neither ennobling nor sexualized, with a strong focus on the chain of causes and consequences that shape it. We have found five types of transgressive interactions in this study: ludic transgressions; tone transgressions; CoC transgressions (against rules, norms, codes, and agreements); strawman transgressions; and transgressions of liminality. These five types of transgression highlight not only that suffering and relief are part of the ludic and social construction of games but also that players can rebalance these two experiences for others even when they do not play together. At the heart of our theory of suffering and relief is the idea that play is about voluntary, purposeful suffering, frustration, and effort to which the player has chosen to submit and hence controls to a much larger extent than in other contexts.

AB - How is suffering, including frustration, anxiety, and even pain, a relevant part of playand games? In this chapter, we discuss how play and games are deeply dependent on suffering and relief. We explore how players try to overcome communicative restrictions in quasi-social game spaces, defined by asynchronous interactions and parallel play, in order to maximize suffering and relief, both for themselves and for others. We demonstrate how players play with the suffering of others in a situation where they do not meet them directly or even have access to the consequences of their actions. To illustrate these quasi-social interactions, we focus on StreetPass and Miiverse, two Nintendo services with strong codes of conduct (CoC) to prevent transgressions.Our discussion of suffering starts with two concepts, Roger Caillois’s ilinx and JesperJuul’s paradox of failure, and progresses to the Buddhist idea of duhkha . Duhkha, “thirst” or “dissatisfaction,” conceptualizes pain in a way that is both wide and specific, without making it neither ennobling nor sexualized, with a strong focus on the chain of causes and consequences that shape it. We have found five types of transgressive interactions in this study: ludic transgressions; tone transgressions; CoC transgressions (against rules, norms, codes, and agreements); strawman transgressions; and transgressions of liminality. These five types of transgression highlight not only that suffering and relief are part of the ludic and social construction of games but also that players can rebalance these two experiences for others even when they do not play together. At the heart of our theory of suffering and relief is the idea that play is about voluntary, purposeful suffering, frustration, and effort to which the player has chosen to submit and hence controls to a much larger extent than in other contexts.

U2 - 10.7551/mitpress/11550.001.0001

DO - 10.7551/mitpress/11550.001.0001

M3 - Book chapter

SN - 9780262038652

SP - 47

EP - 44

BT - Transgression in Games and Play

PB - MIT Press

CY - Cambridge, MA

ER -

ID: 83922771