Is computer gaming a craft? Prehension,* practice, and puzzle-solving in gaming labour
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Citations
Human MotivationThe Mind in Action: A Study of Motives and Values. A. Campbell Garnett
Supersizing The Mind Embodiment Action And Cognitive Extension Andy Clark
Raising the Stakes: E-Sports and the Professionalization of Computer Gaming
The Hand: a Philosophical Inquiry into Human Being:
Taking College Esports Seriously
References
Creativity: Flow and the Psychology of Discovery and Invention
Human MotivationThe Mind in Action: A Study of Motives and Values. A. Campbell Garnett
Man, Play and Games
Half-Real: Video Games between Real Rules and Fictional Worlds
Media entertainment: The psychology of its appeal.
Related Papers (5)
Frequently Asked Questions (13)
Q2. What is the main idea of Tallis's essay?
Tallis (2003) argues that reflection is a critical part of understanding how the hand learns from its mistakes: it is a process of continuous feedback and fact-checking.
Q3. What is the evidence of the craft that follows gaming on a computer?
How the hand makes contact with the controls, apprehends rules, communicates with others and initiates reflection, is evidence of the craft that follows gaming on a computer.
Q4. What do Aloupis et al. show that many games fall within the class?
show that many games fall within the class of NP-hardness because there are so many variables, clauses and checks that must be completed if a certain state is to be reached.
Q5. What was Sennett’s view of the craft of gaming?
Sennett was critical of the way that market-driven value turns the focus of craft ‘inwards’ towards obsession, comparison and competition.
Q6. What is the key characteristic of a good juke?
Skilled jukers will act in unforeseen and creative ways: moving, as if erratically, whilst tactically destroying trees to try and open up new lines-of-sight, or avenues of escape from their opponent.
Q7. What is the definition of a novice player?
A low GPM or a poor KDA (more deaths than kills/assists, for example) is evidence of a novice player: someone who needs to practice last-hit timings, or better coordinate and communicate their ganks.
Q8. What does the player do when they are ganking?
The player initiating the gank manipulates the mouse to point to the enemy’s position in order to move closer to that location, pointing again to the enemy on-screen to perform their attack moves.
Q9. What is the depth of variation in Dota 2?
For Caillois, even in competitive games (‘agon’) with strict ludic boundaries, there is almost an ‘indefinite’ depth of playful variation.
Q10. How does Korn explain the process of discovering or being discovered?
Korn (2013, p. 50) suggests that theprocess of discovering or being discovered anchors creative experiences, specifically through “thinking with things”: the way in which humans witness the immediate effect(s) of their ideas on the world and how they implement them incrementally.
Q11. How does he argue that flow states characterise the creativity of craft practices?
he argues that flow states characterise the creativity of craft practices, unifying hand, mind and imagination through “exercising one’s innate human capabilities productively and powerfully” (2013 p. 57).
Q12. What is the class of problems that can be solved by an algorithm relatively quickly?
Aloupis et al. (2014) show that classic Nin-tendo games, like Super Mario Bros., or the Legend of Zelda, belong to a class of mathematical problems known as ‘NP-hard’.
Q13. What is the position of the thumb?
From this position, the pointer can also access the middle mouse or ‘scroll’ button, and the right thumb can access two additional buttons (typical of modern gaming setups).