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Miguel Sicart

Datos Biográficos

ID909439
NOMBREMiguel Sicart
NOMBRESMiguel
APELLIDOSicart
FIRMASICART M
AFILIACIONESIT University of Copenhagen
ORCID0000-0002-8356-5394
VERIFICADOSí
TOTAL DE OBRAS16
TOTAL DE CITAS3
TOTAL COMO AUTOR16
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2009
AÑO MÁS RECIENTE DE PUBLICACIÓN2026
ÍNDICE H1
  • The Failure of Play

    Open Access•Miguel Sicart•ARTICLE•Social Media + Society•2026•Referencias: 3

    In this essay, I argue that the ludification of culture should be considered as an overall failure. The effects of (digital) play in culture and society have been largely negative, a fact that game studies and media studies have only partially assumed. While there are many positive aspects to play and games in society, it may be time to rethink the importance we give to the ludic in information societies

  • Playing Software

    Miguel Sicart•BOOK•Playing Software•2023

    The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize eve…

  • The Beautiful Rule

    Open Access•Miguel Sicart•ARTICLE•Games and Culture•2023•Referencias: 5

    This paper introduces a model for analyzing the aesthetic value of game rules. Drawing on Nguyen's theory of agential aesthetics, this paper argues that the aesthetic value of a rule is related to the ways in which it contains modalities of agency. Using football's (soccer) offside rule as a case study, this article provides a way of thinking about the aesthetics of game rules

  • Probably not a game

    Open Access•Christina Neumayer, Miguel Sicart•ARTICLE•New Media & Society•2023•Citada por: 1•Referencias: 7

    This research explores mediated ritual interactions in the form of pictures taken using a mobile device in tandem with two critical designs: Probably Not and World to GIF. We take our point of departure in Rich Ling’s understanding of mobile interaction as a ritual of social cohesion and social bonding to explore sociotechnical interactions with mobile technology. By means of playful critical interaction design methods, we explore how deviance fr…

  • Playing Software

    Miguel Sicart•BOOK•Playing Software•2023

  • Playthings

    Open Access•Miguel Sicart•ARTICLE•Games and Culture•2022

    This article proposes the concept of “plaything” as an instrument to inquire on the ontology and epistemology of the things we play with. Extending Barad’s (2007) onto-epistemology and Ingold’s (2012) concepts of “things” and “objects,” this article intends to provide a theoretical contribution to the materialist turn in game studies (Apperley, T. H., & Jayemane, D. (2012). The main argument of the article is as follows: the ontology of the thing…

  • Persuasive Gaming in Context

    Miguel Sicart, T De La Hera et al.•BOOK•Persuasive Gaming in Context•2021•Citada por: 2•Referencias: 28

    This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …

  • Playing software

    Miguel Sicart•ARTICLE•Information Communication & Society•2020

    This article explores how the concept of play as a vision of software that establishes new relations with digital technologies. This article argues that play has a fundamental role in shaping human engagement with software, and the cultural phenomena that derive from that engagement

  • Play in the Information Age

    Open Access•Miguel Sicart•ARTICLE•Philosophy & Technology•2019

  • Reality has always been augmented

    Open Access•Miguel Sicart•ARTICLE•Mobile Media & Communication•2016•Referencias: 1

    This piece provides an explanation to the early success of Pokémon GO. It proposes an argument about how this game exemplifies a computational culture of play. By drawing on philosophy of technology (Floridi, 2013) and game design research (Montola, Stenros, & Waern, 2009), this article argues that the success of Pokémon GO is the result of the development of a play experience and a computational interface for a reality that is already augmented.…

  • Comunicação nos Videojogos

    Open Access•Nelson Zagalo, Miguel Sicart et al.•ARTICLE•Comunicação e Sociedade•2015

    A história dos videojogos, pela sua génese e dependência tecnológicas, tem sido habitualmente traçada por comparação com a história da informática

  • Play Matters

    Miguel Sicart•BOOK•Play Matters•2014

    Why play is a productive, expressive way of being, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues t…

  • Play Matters

    Miguel Sicart•BOOK•Play Matters•2014

    What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with oth…

  • Beyond Choices

    Miguel Sicart•BOOK•Beyond Choices•2013

    How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—inclu…

  • Gamification. using game-design elements in non-gaming contexts

    Open Access•Sebastian Deterding, Miguel Sicart et al.•CONFERENCE•CHI '11 Extended Abstracts on…•2011

    "Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of…

  • The Ethics of Computer Games

    Miguel Sicart•BOOK•The ethics of computer games•2009

    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the…

  • Persuasive Gaming in Context

    Miguel Sicart, T De La Hera et al.•BOOK•Persuasive Gaming in Context•2021•Citada por: 2•Referencias: 28

    This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …

  • Probably not a game

    Open Access•Christina Neumayer, Miguel Sicart•ARTICLE•New Media & Society•2023•Citada por: 1•Referencias: 7

    This research explores mediated ritual interactions in the form of pictures taken using a mobile device in tandem with two critical designs: Probably Not and World to GIF. We take our point of departure in Rich Ling’s understanding of mobile interaction as a ritual of social cohesion and social bonding to explore sociotechnical interactions with mobile technology. By means of playful critical interaction design methods, we explore how deviance fr…

  • The Ethics of Computer Games

    Miguel Sicart•BOOK•The ethics of computer games•2009

    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the…

  • Gamification. using game-design elements in non-gaming contexts

    Open Access•Sebastian Deterding, Miguel Sicart et al.•CONFERENCE•CHI '11 Extended Abstracts on…•2011

    "Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of…

  • Beyond Choices

    Miguel Sicart•BOOK•Beyond Choices•2013

    How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—inclu…

  • Play Matters

    Miguel Sicart•BOOK•Play Matters•2014

    Why play is a productive, expressive way of being, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues t…

  • Play Matters

    Miguel Sicart•BOOK•Play Matters•2014

    What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with oth…

  • Comunicação nos Videojogos

    Open Access•Nelson Zagalo, Miguel Sicart et al.•ARTICLE•Comunicação e Sociedade•2015

    A história dos videojogos, pela sua génese e dependência tecnológicas, tem sido habitualmente traçada por comparação com a história da informática

  • Reality has always been augmented

    Open Access•Miguel Sicart•ARTICLE•Mobile Media & Communication•2016•Referencias: 1

    This piece provides an explanation to the early success of Pokémon GO. It proposes an argument about how this game exemplifies a computational culture of play. By drawing on philosophy of technology (Floridi, 2013) and game design research (Montola, Stenros, & Waern, 2009), this article argues that the success of Pokémon GO is the result of the development of a play experience and a computational interface for a reality that is already augmented.…

  • Play in the Information Age

    Open Access•Miguel Sicart•ARTICLE•Philosophy & Technology•2019

  • Playing software

    Miguel Sicart•ARTICLE•Information Communication & Society•2020

    This article explores how the concept of play as a vision of software that establishes new relations with digital technologies. This article argues that play has a fundamental role in shaping human engagement with software, and the cultural phenomena that derive from that engagement

  • Persuasive Gaming in Context

    Miguel Sicart, T De La Hera et al.•BOOK•Persuasive Gaming in Context•2021•Citada por: 2•Referencias: 28

    This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …

  • Playthings

    Open Access•Miguel Sicart•ARTICLE•Games and Culture•2022

    This article proposes the concept of “plaything” as an instrument to inquire on the ontology and epistemology of the things we play with. Extending Barad’s (2007) onto-epistemology and Ingold’s (2012) concepts of “things” and “objects,” this article intends to provide a theoretical contribution to the materialist turn in game studies (Apperley, T. H., & Jayemane, D. (2012). The main argument of the article is as follows: the ontology of the thing…

  • Playing Software

    Miguel Sicart•BOOK•Playing Software•2023

    The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize eve…

  • The Beautiful Rule

    Open Access•Miguel Sicart•ARTICLE•Games and Culture•2023•Referencias: 5

    This paper introduces a model for analyzing the aesthetic value of game rules. Drawing on Nguyen's theory of agential aesthetics, this paper argues that the aesthetic value of a rule is related to the ways in which it contains modalities of agency. Using football's (soccer) offside rule as a case study, this article provides a way of thinking about the aesthetics of game rules

  • Probably not a game

    Open Access•Christina Neumayer, Miguel Sicart•ARTICLE•New Media & Society•2023•Citada por: 1•Referencias: 7

    This research explores mediated ritual interactions in the form of pictures taken using a mobile device in tandem with two critical designs: Probably Not and World to GIF. We take our point of departure in Rich Ling’s understanding of mobile interaction as a ritual of social cohesion and social bonding to explore sociotechnical interactions with mobile technology. By means of playful critical interaction design methods, we explore how deviance fr…

  • Playing Software

    Miguel Sicart•BOOK•Playing Software•2023

  • The Failure of Play

    Open Access•Miguel Sicart•ARTICLE•Social Media + Society•2026•Referencias: 3

    In this essay, I argue that the ludification of culture should be considered as an overall failure. The effects of (digital) play in culture and society have been largely negative, a fact that game studies and media studies have only partially assumed. While there are many positive aspects to play and games in society, it may be time to rethink the importance we give to the ludic in information societies

Digital Games and Media (12 obras) · Computer Science (11 obras) · Sociology (7 obras) · Psychology (6 obras) · Epistemology (5 obras) · Human–computer interaction (5 obras) · Innovative Human-Technology Interaction (5 obras) · Philosophy (5 obras) · Digital Media and Philosophy (4 obras) · Political science (4 obras)

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