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.
Citations
More filters
••
TL;DR: In Baudelaire's essay "La Morale du joujou," written in 1853, he remembers how the toyshop owner Madame Pancoucke, all wrapped in velvet and furs, beckoned the young Charles to choose something from her "treasure store for children" as mentioned in this paper.
Abstract: In Baudelaire's essay "La Morale du joujou," written in 1853, he remembers how the toyshop owner Madame Pancoucke, all wrapped in velvet and furs, beckoned the young Charles to choose something from her "treasure store for children." Looking back down the years, the poet still sees in his mind's eye the magic room overflowing with toys from floor to ceiling that this "Fee du joujou" (Toy Fairy) opened to him. Without a second thought, he picked out "the most beautiful, the most expensive, the most garish, the freshest and the most bizarre of the playthings." But his horrified mother insisted he choose another, less extravagant present, and the little Baudelaire had to resign himself and relinquish his toy. The word joujou (not jouet, the usual word for toy) is almost a pet name with a nursery ring like a "teddy" or a "dolly"; its repetition hints at baby talk and hence at playing, as when a child exchanges endearments and questions with a toy in imaginary conversations and elaborate scenarios. The toy in so many children's games becomes part of an ongoing story and in this way initiates the first invented narratives in the child's life. That scene of seduction, pleasure, and frustration with Mme. Pancoucke and his own mother catches Baudelaire's lasting affection and reasoned admiration for toys. He called them "cette statuaire singuliere" (this singular statuary); he was first a poet and then an art critic rather than a novelist, and as a flâneur of the boulevards and the galleries, he adopted a language of aesthetics, treating toys as an unusual form of sculpture. He recalls in pleasurable detail the miniature worlds conjured by Victorian nursery games and child's play from tiny "diligences" or mail coaches to detailed model furniture. But above all he muses in wonder at children's ability to play without props or models, creating narratives, dialogue, and dramas
10 citations
••
03 Dec 2002TL;DR: The fusion method is explained as a design method of a computer-based learning game such that the learning skills of this game are regarded as a learning activity and the learning game of problem posing of arithmetical word problems is introduced.
Abstract: Learning games are promising to realize highly motivated learning. We categorize the methods to design computer-based learning game in the following three: (1) combination method, (2) fusion method, and (3) simple simulation method. Fusion method is a method to design the learning game such that the learning skills of this game are regarded as a learning activity. We have developed a learning game with this method targeting learning by problem posing of arithmetical word problems. In this paper, we explain the fusion method as a design method of a computer-based learning game. Then, the learning game of problem posing of arithmetical word problems is introduced as a design example of the fusion method. Cases of the use of the game at elementary school are also reported.
10 citations
•
31 May 2012
TL;DR: The relationship between human bodies and theatrical events through selected European examples of the emergence of transformative "inbetween" performances in the early 21st century is studied in this paper. But the focus of this work is on the relationship between the human body and performance.
Abstract: This thesis studies the relationship between human bodies and theatrical
events through selected European examples of the emergence of transformative ‘inbetween’
experimental performance in the early 21th century. It aims to explore the
nature of participatory practices and their attributes. How does the theatrical event
interact with the everyday and its theatricality creating ‘embodied’ experiences?
What are the attributes and the implications of the relationships that emerge
through this bodily engagement? The study questions emergent relational
parameters of the theatrical experience in order to explicate its affects and effects in
the bodies of participants, whether professional artists, skilled amateur
practitioners, theatre/performance researchers, and accidental or intentional
audiences and spectators.
Its investigation challenges the (im)possibilities of performance knowledge
through an experimental method based on a practice-as-research approach. The
introductory chapter aims to facilitate understandings of the operational conditions
through which the ‘embodied’ is materialized in theatrical performance. The
conditions, are named as ‘nomadism’, ‘net-gaming’ and ‘transductions’, and are
drawn respectively from the theories and method of Gilles Deleuze and Felix
Guattari, Bruno Latour and John McKenzie. In unfolding these operational conditions
significant ‘ecological’, social, political, geographical concerns are identified as
critical to how the thesis accounts for key elements of current experimental
theatrical performance.
The rest of its chapters examine three productions of the international
touring companies Roger Bernat (Barcelona), Stan’s Cafe (Birmingham) and Rimini
Protokoll (Berlin). Each chapter examines different specific yet comparable aspects of their participatory theatre/performance methods – namely: expectations, time,
atmosphere, labour, and transformation – a thorough writing that is metaphorical,
analytical and performative. Metaphors evoke the ‘common’, they interlace bodily
expectations and they trigger the sense of the fleeting experience, establishing a
shared sphere between the shows, the audiences and the researcher, immersing the
reader in the theatrical events. Thus the thesis aims to present the significance of the
ungraspable in participatory experimental performance, paradoxically because only
in its evanescent in-betweeness might the ‘embodied’ be envisioned.
10 citations
•
Metz1
TL;DR: In this article, a study of 526 adolescents was conducted to investigate the role of motivation sportive and buts d'accomplissement in the consumption of psychoactifs.
Abstract: La pratique d’une activite sportive est associee a une meilleure sante mais elle peut etre egalement liee a des troubles du comportement chez les adolescents (consommation de produits psychoactifs, anxiete, troubles alimentaires). Il est donc necessaire de cerner ce qui influence ces problemes de sante. Afin de repondre a cette question, cinq axes d’analyses ont ete developpes a travers l’evaluation de la motivation sportive (intrinseque et extrinseque) et des buts d’accomplissement (de maitrise, d’approche et d’evitement de la performance). Une proposition de modelisation de l’influence de ces variables sur la consommation de produits psychoactifs chez les adolescents sur une periode de 20 mois a ete realisee. Cette recherche a ete menee aupres de 526 adolescents âges de 12 a 24 ans. L’analyse des donnees a permis de mettre en evidence le role essentiel de la motivation sportive et des buts d’accomplissement dans les troubles de la conduite a l’adolescence. Prendre en compte l’orientation motivationnelle que l’adolescent met en place dans la pratique sportive, devrait permettre d’ameliorer les interventions en milieu sportif et son bien-etre.
9 citations
••
TL;DR: The research is an exploratory investigation resorting to the use of a serious game to evaluate the evolution of the students' competencies in project management, through questionnaires processed using a structural 'learning model'.
Abstract: Purpose – The purpose of this paper is to investigate if the use of “serious games” with students can improve their knowledge acquisition and their academic performance. Design/methodology/approach – The research is an exploratory investigation resorting to the use of a serious game to evaluate the evolution of the students’ competencies in project management, through questionnaires processed using a structural “learning model.” Findings – This research shows indeed that the use of “serious games” improves the knowledge acquisition and management competencies of the students with the evidencing of significant factors contributing to this improvement. Practical implications – The findings of this research show that serious games can be an effective tool to be used in teaching students particularly as traditional methods are less and less accepted by today's students. Originality/value – Although the use of games is not something new in education, it is still limited in teaching practices in higher educatio...
9 citations