_Anotacions tags:: marc_teoric Game Magic_Circle

Huizinga1949

Homo ludens a study of the play-element in culture

Anotacions Huizinga1949

“All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the “consecrated spot” cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart” (Huizinga 1949:16)

Les diferents maneres que té l’autor de definir el camp de joc, amb una de les seves característiques:
HI HA REGLES (note on p.16)

“Inside the play-ground an absolute and peculiar order reigns. Here we come across another, very positive feature of play: it creates order, is order.” (Huizinga 1949:16)

Aqui tenim una altra característica del Cercle Màgic:
ORDRE (note on p.16)_

“The element of tension in play to which we have just referred plays a particularly important part. Tension means uncertainty, chanciness; a striving to decide the issue and so end it.” (Huizinga 1949:16)

Tensió com a element important dins el joc. Aqui tenim la primera pedra en la creació de la teoria del Flow. Controlar aquesta tensió, la línia entre l’angoixa i l’avorriment.
(note on p.16)

“These rules in their turn are a very important factor in the play-concept. All play has its rules. They determine what “holds” in the temporary world circumscribed by play.” (Huizinga 1949:17)

Altra vegada el concepte REGLES i el seu paper fonamental en el joc. (note on p.17)

Permet l’AUTONOMIA del jugador (note on p.18)

“Inside the circle of the game the laws and customs of ordinary life no longer count. We are different and do things differently” (Huizinga 1949:18)

“Summing up the formal characteristics of play we might call it a free activity standing quite consciously outside “ordinary” life as being “not serious”, but at the same time absorbing the player intensely and utterly” (Huizinga 1949:19)

Divertit i voluntari (note on p.19)

Definició de cercle màgic
(note on p.209)

“I t is a very different thing to try to determine the play-content of modern science, for it brings us up against a fundamental difficulty. In the case of art we took play as a primary datum of experience, a generally accepted quantity; but when it comes to science we are constantly being driven back on our definition of that quantity and having to question it afresh. If we apply to science our definition of play as an activity occurring within certain limits of space, time and meaning, according to fixed rules, we might arrive at the amazing and horrifying conclusion that all the branches of science and learning are so many forms of play because each of them is isolated within its own field and bounded by the strict rules of its own methodology. But if we stick to the full terms of our definition we can see at once that, for an activity to be called play, more is needed than limitations and rules. A game is time-bound, we said; it has no contact with any reality outside itself, and its performance is its own end. Further, it is sustained by the consciousness of being a pleasurable, even mirthful, relaxation from the strains of ordinary life. None of this is applicable to science. Science is not only perpetually seeking contact with reality by its usefulness, i.e. in the sense that it is applied, it is perpetually trying to establish a universally valid pattern of reality, i.e. as pure science. Its rules, unlike those of play, are not unchallengeable for all time. They are constantly being belied by experience and undergoing modification, whereas the rules of a game cannot be altered without spoiling the game itself.” (Huizinga 1949:209)

Conceptes Marc Teòric

021. Gamificació de l’Aprenentatge

El Joc i la Cultura (Estudi del Joc)

Cercle Màgic

Definició del Cercle Màgic

Característiques del Cercle Màgic

Game

Videojoc

Conceptes Propis

041. Gamificació d’un mòdul d’informàtica d’FP

El Cercle Màgic a Cicles

Amb Regles Pròpies

És Divertit

És Voluntari

Espai tancat separat del món real

L’Error està permès

Les decisions son significatives

Permet autonomia