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...

Full description

Saved in:
Bibliographic Details
Main Authors: Sandry Eleanor, Peaty Gwyneth
Format: Article
Language:English
Published: Sciendo 2021-01-01
Series:Cultural Science
Subjects:
Online Access:https://doi.org/10.5334/csci.137
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1823860432776986624
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