TY - JOUR
T1 - Video games, design, and aesthetic experience
AU - Gee, James
PY - 2016
Y1 - 2016
N2 - This paper places video games within the area of what I call "designed experiences". Designed experiences are experiences - in the real world or via media-That are designed to elicit specific effects or affects. In previous work I have investigated how teachers, in their classrooms, or game designers, in their games, design experiences that are meant, in both cases, to lead to learning. However, designed experiences can be intended to elicit other things than learning. They can also seek to elicit things such as social change, attitude or behavioral changes, emotions, or other effects of (or on) the body, the mind, or the soul. In this paper I take up the relationship between games as designed experiences and games as art.
AB - This paper places video games within the area of what I call "designed experiences". Designed experiences are experiences - in the real world or via media-That are designed to elicit specific effects or affects. In previous work I have investigated how teachers, in their classrooms, or game designers, in their games, design experiences that are meant, in both cases, to lead to learning. However, designed experiences can be intended to elicit other things than learning. They can also seek to elicit things such as social change, attitude or behavioral changes, emotions, or other effects of (or on) the body, the mind, or the soul. In this paper I take up the relationship between games as designed experiences and games as art.
UR - http://www.scopus.com/inward/record.url?scp=85014677352&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85014677352&partnerID=8YFLogxK
U2 - 10.4000/estetica.1312
DO - 10.4000/estetica.1312
M3 - Review article
AN - SCOPUS:85014677352
SN - 0035-6212
VL - 63
SP - 149
EP - 160
JO - Rivista di Estetica
JF - Rivista di Estetica
IS - 3
ER -