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Journal ArticleDOI

Les jeux et les hommes

01 Jan 1960-Vol. 34, Iss: 4, pp 374
About: The article was published on 1960-01-01. It has received 382 citations till now.
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Journal ArticleDOI
TL;DR: In this article, the authors make a case for studying simulation-based medical education as a cultural practice, situating it within a history of gaming and simulation, and which, by virtue of distinctive aesthetics, does not simply teach skills or reproduce professional practices but rather transforms how medicine can be made sense of.
Abstract: Medical simulation has historically been studied in terms of the delivery of learning outcomes, or the social construction of knowledge. Consequently, simulation-based medical education has been researched primarily in terms of the transfer of skills, or the reproduction of professional communities of practice. We make a case for studying simulation-based medical education as a cultural practice, situating it within a history of gaming and simulation, and which, by virtue of distinctive aesthetics, does not simply teach skills or reproduce professional practices but rather transforms how medicine can be made sense of. Three concepts from the field of game studies – play, narrative and simulation – are deployed to interpret an ethnographic study of hospital-based simulation centres and describe under-reported phenomena, including the cooperative work involved in maintaining a fictional world, the narrative conventions by which medical intervention are portrayed, and the political consequences of simulating the division of labour.

22 citations

Dissertation
01 May 2012
TL;DR: In this paper, the authors explored creativity as representation, action and cultural participation in the context of a traditional folk art and developed a cultural psychological approach to the phenomenon, one that considers creativity situated between creators, creations, audiences, and a complex background of norms and beliefs.
Abstract: The present thesis aims to explore creativity as representation, action and cultural participation in the context of a traditional folk art It develops a cultural psychological approach to the phenomenon, one that considers creativity situated between creators, creations, audiences, and a complex background of norms and beliefs A tetradic framework is thus formulated trying to capture the dynamic between self and other, “new” and “old” in creative production and in particular their inter-relation through processes of integration, externalisation, internalisation and social interaction This model guided the research design, starting from the three main questions of the thesis: how people attribute creative value to the craft, what makes the activity of decoration creative and how children’s engagement with this practice develops during ontogenesis The folk art chosen for this study is Easter egg decoration in two socio-cultural milieus in Romania, the urban setting of Bucharest and the village of Ciocanesti This craft was selected for its rich symbolism and polyphony of practices that situate it at the intersection between folklore, religion, art and a growing market In this context, the first research included in the thesis investigates patterns of creativity evaluation in the case of ethnographers, priests, art teachers and folk artists and highlights their relation to the practices and beliefs particular for each of these groups The second study uses a pragmatist-inspired model to analyse creative action in the case of decorators from the urban and rural setting and outlines the general stages and micro-genetic aspects of creativity specific for both contexts Finally, the last piece of research considers creativity development in the two settings above as shaped by different practices of socialisation and enculturation In the end, reflections are offered on the general conception of egg decoration as mastery in ways that bring to the fore the interdependence between tradition and creativity and suggest the existence of habitual forms of creative expression

20 citations

Proceedings ArticleDOI
01 Nov 2014
TL;DR: This paper defines gamification as a process that integrates game elements into gameless objects in order to have gameful characteristics and the understanding that constructs the definition is used as the foundation to explain the differences between gamification and serious games.
Abstract: In a state where games and their elements have been extensively used not only for pleasure but also for other purposes, gamification still has some pros and cons about its definition, which might influence people's decisions on their game-related strategies to improve their performance. This work tries to define gamification by using lexical meaning approach as the starting point and viewing it from a process viewpoint. Lexical meaning approach interprets gamification as a process or a product of the process. From this perspective, gamification can be viewed as a process that adds certain characteristics to an object that makes the object different from its previous condition and feasible to be formalized. Furthermore, the resulting definition is tested by comparing it to other existing gamification definitions and the understanding that constructs the definition is used as the foundation to explain the differences between gamification and serious games. This paper then defines gamification as a process that integrates game elements into gameless objects in order to have gameful characteristics. There will be a situation where gamification will produce a state of gameful reality: a situation in the real world where people can feel the significant presence of gamefulness in their daily life.

19 citations


Cites background from "Les jeux et les hommes"

  • ...For example, the word ‘salinization’ might have an initial state a lack of salt, and then salinize as its action, resulting in an end state that has a higher salt concentration....

    [...]

Book
04 Aug 2008
TL;DR: Although financial markets often try to distance themselves from gambling, the two factors have far more in common than usually thought as mentioned in this paper, and discussion on 'chance', 'risk', 'gambling', 'insurance', and'speculation' illuminates where societies stood, where we are today, and where we may be heading.
Abstract: Although financial markets often try to distance themselves from gambling, the two factors have far more in common than usually thought. When, historically, there were no financial institutions such as banks, lotteries constituted the ways by which expensive items were disposed of, and governments raised money quickly. Gambling tables fulfilled roles that venture capital and banking do today. 'Gamblers' created clearinghouses and sustained liquidity. When those gamblers bet on price distributions in futures markets, they were redefined as 'speculators'. Today they are called 'hedge fund managers' or 'bankers'. Though the names have changed, the actions undertaken have essentially stayed the same. This book shows how discussion on 'chance', 'risk', 'gambling', 'insurance', and 'speculation' illuminates where societies stood, where we are today, and where we may be heading.

19 citations

Book ChapterDOI
01 Jan 1997
TL;DR: The idea that the actions, feelings and prejudices that rule social relations either in particular institutions and spheres of life or in the civilisation as a whole, are organized and ordered around a central value principle is not a new idea as mentioned in this paper.
Abstract: It is not a new idea that any given era can be understood as structured by a specific dominant logic. The ‘anthropological structure’ as understood by Gilbert Durand, Foucault’s episteme or Kuhn’s paradigm are heuristic propositions of great interest to the effect that the actions, feelings and prejudices that rule social relations either in particular institutions and spheres of life or in the civilisation as a whole, are organised and ordered around a central value principle. J. G. Merquior (1988, 41) makes a pertinent distinction between several notions of this kind, speaking of ‘underground thought’, ‘mental infrastructure’, or an ‘historical a priori’.

19 citations