CNLS '89 Proceedings of the ninth annual international conference of the Center for Nonlinear Studies on Self-organizing, Collective, and Cooperative Phenomena in Natural and Artificial Computing Networks on Emergent computation
Hacker Culture
Child's play: computer games, theories of play and children's development
CRPIT '03 Proceedings of the international federation for information processing working group 3.5 open conference on Young children and learning technologies - Volume 34
The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,)
The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,)
MARPLE investigates: an 'adversarial' approach to evaluating user experience
BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 2
Playing the system: using frame analysis to understand online play
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Customization for games: lessons from variants of texas hold'em
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Remix and play: lessons from rule variants in texas hold'em and halo 2
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Proceedings of the 4th Mexican Conference on Human-Computer Interaction
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Here I examine the semiotic form of some common and conventionally accepted notions of "bad play" -- particularly as these are most relevantly applied to computer games, gamers, and gaming. To do this, I employ a formal method of analysis that treats bad play as play that, without regard to any specific cultural or normative context, plays with -- and often against -- the rules.Within this analysis, digital games and their rules are positioned as a subset of a formal and cognitive mechanism guiding a broad set of behaviors in games, sports, and play. Identifying formal similarities between rules-based sports and games and less obviously rules-based (i. e., "free") play allows the analysis to be extended beyond the relatively narrow domain of computer games.Conclusions find that bad play in digital games -- prominently including cheats, griefs, and exploits -- is formally similar to and, in fact, a logical extension of good, proper, and socially acceptable play. The analysis further concludes that, when defined as functioning in opposition to existing rules structures, bad play is not only a common but a necessary component of human play associated with creativity, insight, and change.