Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful
Reclaiming fun as a meaningful concept for understanding games and play.

“Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against.

Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.

1129557078
Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful
Reclaiming fun as a meaningful concept for understanding games and play.

“Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against.

Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.

27.95 In Stock
Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful

Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful

Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful

Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful

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Overview

Reclaiming fun as a meaningful concept for understanding games and play.

“Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against.

Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.


Product Details

ISBN-13: 9780262039352
Publisher: MIT Press
Publication date: 03/12/2019
Series: Playful Thinking
Pages: 256
Product dimensions: 5.40(w) x 8.10(h) x 1.00(d)
Age Range: 18 Years

About the Author

John Sharp is Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at the New School. He is the author of Works of Game: On the Aesthetics of Games and Art (MIT Press) and coauthor (with Colleen Macklin) of Games, Design, and Play: A Detailed Approach to Iterative Game Design and (with David Thomas) Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful (MIT Press). Sharp and Macklin are Codirectors of the PETLab (Prototyping Education and Technology Lab) at Parsons.

David Thomas is Assistant Professor in the College of Architecture and Planning at the University of Colorado Denver. A former game journalist, he runs the website Buzzcut.com.

Table of Contents

On Thinking Playfully vii

Preface ix

I Finding the Fun

1 The Search for Fun 3

II Fun

2 Reclaiming Fun 21

3 The Problem with Fun 27

4 Fun In the Age of Consumerism 45

5 The Aesthetic of Meaningful Choice 59

6 Electric Kool-Aid Playground 93

III Taste

7 Peeling Back the Layers of Taste 105

8 Monopoly, Taste, and Games 115

9 Duchamp + Chess 121

10 The Curious Case of Myst 129

11 We the Gamers 135

IV Games

12 Fun in Games 151

13 Coming to Terms with Basketball 161

14 Making Friends in a Robot Playground 173

15 Go East (or West or North or South) 177

Notes 183

Bibliography 205

Index 227

What People are Saying About This

From the Publisher

“John Sharp and David Thomas's Fun, Taste, & Games is a timely and accessible examination of the aesthetics of play. By putting games criticism into a historical and interdisciplinary discourse of aesthetics, the authors 'praise fun' and interrogate the assumptions of games consumption and criticism. At a time when seeking 'fun' risks seeming trivial, and in turn gaming culture can feel anything but fun, Sharp and Thomas invite us to reengage and reclaim fun as an essential element of games.”

Anastasia Salter, Associate Professor of Games and Interactive Media, University of Central Florida; coauthor of Flash: Building the Interactive Web

Fun, Taste, & Games is playfully serious and seriously playful. Sharp and Thomas provide thoughtful meditations and provocations on the state of game design through a concise, lucid survey of how the English-speaking world has theorized videogames. Their introduction of ludic forms provides a genuinely useful new cognitive instrument for considering games and play. This book should become required reading in user experience and user interaction curricula, and I look forward to sharing it with my game design students.”

Rafael Fajardo, Associate Professor of Emergent Digital Practices, University of Denver

“This witty, insightful, and well-researched book significantly advances the conversation around a concept that often eludes the best players and the smartest designers: 'fun.' With their 'fun, taste, and games' model, Sharp and Thomas shed light on what 'fun' really means—and could mean—in our lives. This slim book of philosophy and criticism belongs on the shelf of every game designer and game scholar, and will become a valuable teaching aid for many.”

Richard Lemarchand, Associate Professor, USC Games; former lead game designer for Uncharted

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