ITU

Makin' Cake: Provocation, self-confrontation and the opacity of play

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

Standard

Makin' Cake : Provocation, self-confrontation and the opacity of play. / Cermak-Sassenrath, Daniel.

Playful Disruption of Digital Media. ed. / Daniel Cermak-Sassenrath. Springer, 2018. p. 223–56 (Gaming Media and Social Effects).

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

Harvard

Cermak-Sassenrath, D 2018, Makin' Cake: Provocation, self-confrontation and the opacity of play. in D Cermak-Sassenrath (ed.), Playful Disruption of Digital Media. Springer, Gaming Media and Social Effects, pp. 223–56. https://doi.org/10.1007/978-981-10-1891-6_15

APA

Cermak-Sassenrath, D. (2018). Makin' Cake: Provocation, self-confrontation and the opacity of play. In D. Cermak-Sassenrath (Ed.), Playful Disruption of Digital Media (pp. 223–56). Springer. Gaming Media and Social Effects https://doi.org/10.1007/978-981-10-1891-6_15

Vancouver

Cermak-Sassenrath D. Makin' Cake: Provocation, self-confrontation and the opacity of play. In Cermak-Sassenrath D, editor, Playful Disruption of Digital Media. Springer. 2018. p. 223–56. (Gaming Media and Social Effects). https://doi.org/10.1007/978-981-10-1891-6_15

Author

Cermak-Sassenrath, Daniel. / Makin' Cake : Provocation, self-confrontation and the opacity of play. Playful Disruption of Digital Media. editor / Daniel Cermak-Sassenrath. Springer, 2018. pp. 223–56 (Gaming Media and Social Effects).

Bibtex

@inbook{d1ed2688cce94321bba6d32aec93057e,
title = "Makin' Cake: Provocation, self-confrontation and the opacity of play",
abstract = "Players can do the most extraordinary things in games without raising an eyebrow. Here, three specific questions are discussed: What do objects and actions in games mean? How are these meanings constructed? By and for whom? It is argued that players most naturally understand and know perfectly well what their actions in games mean and how they relate to everyday life: Actions in play are blank, and mean nothing. Meaning is only created within play, in a fluid, dynamic, and collaborative process, over time, based on an implicit understanding and shared practice. Meaning is not seen as abstract truth and values, for all times and across all cultures, but relative: something gains meaning for somebody, in a particular situation and context. The interactive installation Makin’ Cake demonstrates the issue of the meaning of play activities within and without play by providing an immediate and provocative experience to players and spectators.",
author = "Daniel Cermak-Sassenrath",
year = "2018",
doi = "10.1007/978-981-10-1891-6_15",
language = "English",
isbn = "978-981-10-1889-3",
pages = "223–56",
editor = "Daniel Cermak-Sassenrath",
booktitle = "Playful Disruption of Digital Media",
publisher = "Springer",
address = "Germany",

}

RIS

TY - CHAP

T1 - Makin' Cake

T2 - Provocation, self-confrontation and the opacity of play

AU - Cermak-Sassenrath, Daniel

PY - 2018

Y1 - 2018

N2 - Players can do the most extraordinary things in games without raising an eyebrow. Here, three specific questions are discussed: What do objects and actions in games mean? How are these meanings constructed? By and for whom? It is argued that players most naturally understand and know perfectly well what their actions in games mean and how they relate to everyday life: Actions in play are blank, and mean nothing. Meaning is only created within play, in a fluid, dynamic, and collaborative process, over time, based on an implicit understanding and shared practice. Meaning is not seen as abstract truth and values, for all times and across all cultures, but relative: something gains meaning for somebody, in a particular situation and context. The interactive installation Makin’ Cake demonstrates the issue of the meaning of play activities within and without play by providing an immediate and provocative experience to players and spectators.

AB - Players can do the most extraordinary things in games without raising an eyebrow. Here, three specific questions are discussed: What do objects and actions in games mean? How are these meanings constructed? By and for whom? It is argued that players most naturally understand and know perfectly well what their actions in games mean and how they relate to everyday life: Actions in play are blank, and mean nothing. Meaning is only created within play, in a fluid, dynamic, and collaborative process, over time, based on an implicit understanding and shared practice. Meaning is not seen as abstract truth and values, for all times and across all cultures, but relative: something gains meaning for somebody, in a particular situation and context. The interactive installation Makin’ Cake demonstrates the issue of the meaning of play activities within and without play by providing an immediate and provocative experience to players and spectators.

U2 - 10.1007/978-981-10-1891-6_15

DO - 10.1007/978-981-10-1891-6_15

M3 - Book chapter

SN - 978-981-10-1889-3

SP - 223

EP - 256

BT - Playful Disruption of Digital Media

A2 - Cermak-Sassenrath, Daniel

PB - Springer

ER -

ID: 83032489