Introduction - General topic: - Technologyʼs role in shaping our experience of virtual and physical spaces.

- Our relationship to the real world in relationship to simulation & representation. - Our relationship to technology in relationship to our notions of work and play. - Current values, emotions, and behaviors promoted through technology. - Overall trends: - Most current research specific to one sphere - Playgrounds, Games, Urban spaces, Business, Technology, etc. - Historic research doesnʼt account for our increasingly digital existence. - But includes interesting insights about larger issues. - Reasoning: - Interested in ways advances in technology can facilitate spaces for humans to " work and play in their own way. - Criteria for organization: - Context of work & leisure - Spectrum of experiences & values " " " - Built environment " " " - Magic circles " " " - Abstract environments " " - Bigger Picture goals Body -Work/Leisure " - Historical Context - Changing Perspectives on the work-leisure relationship - Work-leisure: a history of ideas - The Built Environment: The tangible world. - Hacking Urban space for humans desires - Multi-purpose " " " -Contesting the public realm: Struggles over public space in LA ! ! ! -Insurgent public space - Play - Super Gaming: Ubiquitous play & performance for massively scaled community - Play in the city: Parkour & Architecture - The art of displacement: Parkour as a challenge to social perception of body & space - From obstacle to opportunity: Parkour, leisure, and the reinterpretation of constraints. - Explicitly designed physical space for human play - For children - Entyrely fun playgrounds - Design for play - Design of childrenʼs play environments

- For adults - Coney Island: The peopleʼs playground - Weird & Wonderful: The dime museum in america - St. Louis City Museum Case study - Games & Play: The magic circle. - In real life - Homo Ludens - New Games - Ubicomp & mixed realities - Urban Computing and its discontents - Situated Advocacy - Reality is Broken - Jesse Schell: When games invade real life - Killscreen: The public play issue - Robin Hunickie talk @ Lift Conference - Game Design - Friends on play podcast - Game Studies: Sims, Battlebots, Cellular Automata, God, and Go - Rules of Play - Real-time research: Improvisational game scholarship - Abstraction: The intangible world. - Hacking & Life - Hacking Design - A Hacker Manifesto - Hackers & Painters - Critical Media Studies - First Person: New media as story, performance, and game - Instrumental methods and curricula for “values conscious design” - Sustainable play: Towards a new games movement for the digital age - Biases in Computer Systems - Interview with Kellee & Robin - Bigger Picture - World Building in a crazy world - Design Fiction Conclusion - Major contributions - Flaws & Inconsistencies - Relationship to larger areas of study !

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