Joyful Encounters: Learning to Play Well with Machines
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 p...
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Format: | Article |
Language: | English |
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Sciendo
2021-01-01
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Series: | Cultural Science |
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Online Access: | https://doi.org/10.5334/csci.137 |
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author | Sandry Eleanor Peaty Gwyneth |
author_facet | Sandry Eleanor Peaty Gwyneth |
author_sort | Sandry Eleanor |
collection | DOAJ |
description | 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. |
format | Article |
id | doaj-art-809ee13b4e394d0197d3c1297e2db2e8 |
institution | Kabale University |
issn | 1836-0416 |
language | English |
publishDate | 2021-01-01 |
publisher | Sciendo |
record_format | Article |
series | Cultural Science |
spelling | doaj-art-809ee13b4e394d0197d3c1297e2db2e82025-02-10T13:26:38ZengSciendoCultural Science1836-04162021-01-01121445810.5334/csci.137129Joyful Encounters: Learning to Play Well with MachinesSandry Eleanor0Peaty Gwyneth1Curtin University, PerthAUCurtin University, PerthAUHuman 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.https://doi.org/10.5334/csci.137human–machine interactionhuman–machine communicationplayvideo gamesrobotic musicianshipassemblages |
spellingShingle | Sandry Eleanor Peaty Gwyneth Joyful Encounters: Learning to Play Well with Machines Cultural Science human–machine interaction human–machine communication play video games robotic musicianship assemblages |
title | Joyful Encounters: Learning to Play Well with Machines |
title_full | Joyful Encounters: Learning to Play Well with Machines |
title_fullStr | Joyful Encounters: Learning to Play Well with Machines |
title_full_unstemmed | Joyful Encounters: Learning to Play Well with Machines |
title_short | Joyful Encounters: Learning to Play Well with Machines |
title_sort | joyful encounters learning to play well with machines |
topic | human–machine interaction human–machine communication play video games robotic musicianship assemblages |
url | https://doi.org/10.5334/csci.137 |
work_keys_str_mv | AT sandryeleanor joyfulencounterslearningtoplaywellwithmachines AT peatygwyneth joyfulencounterslearningtoplaywellwithmachines |