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Fun, Taste, & Games

An Aesthetics of the Idle, Unproductive, and Otherwise Playful

Bibliographic Data

ID19984803
AuthorsJohn Sharp (0000-0001-5765-8549), John T Sharp, David Thomas (0000-0003-4993-7294)
Year2019
Pages256
Publication date2019-03-12
Open AccessNo
TypeBOOK
VenueFun, Taste, & Games (SOURCE_BOOK)
PublisherThe MIT Press (PUBLISHER • US)
DOI10.7551/mitpress/11538.001.0001
OpenAlexW3098097208
Open LibraryOL27337227M
ISBN9780262351249
LanguageEN
Citations received6

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

Aesthetics · Ambiguity · Art · Basketball · Beauty · Dismissal · Game mechanics · Linguistics · Multimedia · Political science · Set (abstract data type) · Taste · Cinema and Media Studies · Computer Science · Digital Games and Media · Educational Games and Gamification · History · Philosophy · Psychology · Amusements · Games · Games for travelers · Play (Philosophy)

  • Teaching Greek mythology through a scenario-based game

    Open Access•Gina Salapata, Jonathan Tracy et al.•Journal of Classics Teaching•2023

  • Modos y estéticas de la espera en los videojuegos

    Open Access•Alejandro Lozano•Artnodes•2022

  • Play On

    Maud Ellmann•Genre•2025

  • From profession to play

    Open Access•Zhiyi Wei•Annals of Leisure Research•2026

  • Rehearsing for the future

    Open Access•N Luostarinen, Anthony Schrag•International Journal of Play•2021

  • Selkea! Memories of Eating Non-Kosher Food among the Spanish-Moroccan Jewish Diaspora in Israel

    Open Access•Angy Cohen, Aviad Moreno•Religions•2024

Unique citing works6
Citations per year1,2
Citation span2021 - 2026 (6)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 6

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