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Joyful Encounters

Learning to Play Well with Machines

Bibliographic Data

ID21816260
AuthorsEleanor Sandry (0000-0001-8368-1312, Curtin University, corresponding author), Gwyneth Peaty (0000-0002-2929-6445, Curtin University)
Year2020
Volume12
Issue1
Pages44-58
Publication date2020-01-19
Open AccessYes
TypeARTICLE
VenueCultural Science Journal (JOURNAL)
Journal identifiersISSN: 1836-0416 • E-ISSN: 1836-0416
PublisherWalter de Gruyter GmbH (PUBLISHER • DE)
DOI10.5334/csci.137
OpenAlexW3125710136
LanguageEN
References cited24

Human interactions with machines, including computers, consoles, smart devices and robots, are becoming more and more a part of everyday life. However, human–machine relations are often regarded as problematic for people, their interpersonal communication and human society more broadly. This paper provides an analysis of the characteristics that constitute ‘play’ in relation to video games and interactions with robots, arguing it is possible to position time spent on play with machines as valuable in itself, without requiring the outcomes more traditionally regarded as productive. Much of what is valuable in play can be seen to develop from embodied processes of communication within which humans and machines encounter and respond to one other. These encounters are often shaped by stories about the capabilities of machines and humans, while the interactions themselves go on to provoke new narratives. Although human– machine interaction can be theorized as ‘cyborg’ or ‘hybrid’, this paper argues that adopting the idea of the ‘assemblage’ is a better way recognize the flexibility of bringing disparate humans and machines together, whether in relation to playing a game or playing music. In rethinking the value of play, this paper emphasizes how people’s time spent interacting, whether with video games or robots, provides opportunities for them to learn more about themselves and others

Art · Cognitive science · Embodied cognition · Human–computer interaction · Interpersonal communication · Narrative · Robot · AI in Service Interactions · Communication · Computer Science · Innovative Human-Technology Interaction · Psychology · Social Robot Interaction and HRI · Artificial Intelligence

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  • The Second Self

    Sherry Turkle•Second Self•2005

  • Robots and Communication

    Open Access•Eleanor Sandry•Robots and Communication•2015

  • Games as Inhabited Spaces

    Open Access•Bernadette Flynn, Bernadette Mary Flynn•Media International Australia•2004

  • The Mangle of Practice

    Andrew Pickering•Mangle of Practice•1995

  • The Driver-car

    Open Access•Tim Dant•Theory Culture & Society•2004

Highly citedNo

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