robertogreco + naturedeficitdisorder   5

Shigeru Miyamoto, Nintendo’s man behind Mario : The New Yorker
"Miyamoto has told variations on the cave story a few times over the years, in order to emphasize the extent to which he was surrounded by nature, as a child, and also to claim his youthful explorations as a source of his aptitude and enthusiasm for inventing and designing video games."

"The Dutch cultural historian Johan Huizinga, in his classic 1938 study “Homo Ludens” (“Man the Player”), argued that play was one of the essential components of culture—that it in fact predates culture, because even animals play. His definition of play is instructive. One, play is free—it must be voluntary. Prisoners of war forced to play Russian roulette are not at play. Two, it is separate; it takes place outside the realm of ordinary life and is unserious, in terms of its consequences. A game of chess has no bearing on your survival (unless the opponent is Death). Three, it is unproductive; nothing comes of it—nothing of material value, anyway. Plastic trophies, plush stuffed animals, and bragging rights cannot be monetized. Four, it follows an established set of parameters and rules, and requires some artificial boundary of time and space. Tennis requires lines and a net and the agreement of its participants to abide by the conceit that those boundaries matter. Five, it is uncertain; the outcome is unknown, and uncertainty can create opportunities for discretion and improvisation. In Hyrule, you may or may not get past the Deku Babas, and you can slay them with your own particular panache.

The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play.

Caillois also introduces the idea that games range along a continuum between two modes: ludus, “the taste for gratuitous difficulty,” and paidia, “the power of improvisation and joy.” A crossword puzzle is ludus. Kill the Carrier is paidia (unless you’re the carrier). Super Mario and Zelda seem to be perched right between the two."
games  nintendo  miyamoto  shigerumiyamoto  design  art  inspiration  videogames  childhood  exploration  nature  naturedeficitdisorder  wonder  children  play  unstructuredtime  gaming  mario  japan  history  edg  srg  glvo  unschooling  deschooling  topost  toshare  classideas  narratology  ludology  adventure  rogercaillois  johanhuizinga  work  gamification  asobi  funware  music  guitar  self-improvement  kyokan  empathy  collaboration  japanese  jesperjuul  janemcgonigal  animals  focusgroups  gamedesign  experience  from delicious
december 2010 by robertogreco
The taxonomy of the invisible - Bobulate
"Peter del Tredici, a senior research scientist at the Arnold Arboretum of Harvard University and lecturer in landscape architecture at the Harvard Graduate School of Design, argues the wildlife that surrounds us every day often has an “image problem:” it goes unnoticed, unattended, and unvalued. “There is no denying the fact that many — if not most — of the plants … suffer from image problems associated with the label ‘weeds,’ or, to use a more recent term, ‘invasive species.’ From the plant’s perspective, ‘invasiveness’ is just another word for successful reproduction — the ultimate goal of all organisms, including humans…. The term is a value judgment that humans apply to plants we do not like, not a biological characteristic.”"
iphone  applications  location  lizdanzico  weeds  plants  invasivespecies  nature  naturedeficitdisorder  urban  urbanism  childhood  chores  memories  nostalgia  noticing  danhill  cityofsound  trees  treesny  nyc  life  systems  biology  glvo  srg  edg  humans  perspective  language  words  taxonomy  wildlife  cities  value  organisms  shrequest1  ios  from delicious
november 2010 by robertogreco
No Student Left Indoors: Creating a Field Guide to Your Schoolyard
"Helping K-12 Teachers and students to discover, explore, observe, and record the nature in their schoolyard. For urban, suburban, and rural schools"
education  learning  outdoors  naturedeficitdisorder  lessons  nature  weather  schools  curriculum  teaching  students  children 
april 2008 by robertogreco

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