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How players evoke personal and subjective meanings through a new theory of player response. In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
How players evoke personal and subjective meanings through a new theory of player response. In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
How players evoke personal and subjective meanings through a new theory of player response. In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
The clown's mission is to bring chaos and fun to the serious adult world. Sprinkled in that playful is the caring for others who could a good jolt of joy. And that's what e will do. In this podcast I share the meaning of the jokester and the importance of being playful. In the words of my dear friend, Bernie DeKoven, “Fun and laughter are a religious experience. Our lives have become increasingly fragile, our world increasing harsh. It's a miracle we can laugh at all. And that's the whole point.”
Zuraida Buter is curator van festivals die te maken met playful arts, games en design, met als doel om mensen aan het spelen te krijgen. Voor Zuraida is design het ontwerpen van regelsets om het gedrag van mensen te beïnvloeden, zoals hoe mensen omgaan met het navigeren door een ruimte of ontwerp. De regelsets is binnen de wereld waar Zuraida opereert het belangrijkste materiaal waarmee spellen worden ontwerpen. Bij Zuraida zijn dat voornamelijk spellen in de publieke ruimte, waar de ontwerpers proberen mensen te verleiden om met een speelse blik naar hun omgeving te kijken. Bij het ontwerpen hiervoor heeft de ontwerper zelf een speelse blik nodig en is het belangrijk om continu het gedrag van mensen in de publieke ruimte te observeren. Als curator, is de rol van Zuraida niet de maker van de spellen, maar wel degene die kiest welk ontwerp op welke plek vertoond gaat worden. Daarmee maakt zij binnen een thema en op een plek met het werk van anderen weer iets nieuws. Zuraida heeft als curator natuurlijk veel tips om beter te begrijpen wat ontwerpen is. De belangrijkste is een (gecureerd) boek: The Game Design Reader van Katie Salen and Eric Zimmerman uit 2003. Daarin staan heel veel pointers en tips om na te denken over game design. Verder om de speelse blik beter te begrijpen, zijn de boeken van de (helaas onlangs overleden) Bernie DeKoven. Om beter te begrijpen wat het fenomeen Indie Games (als een soort tegenhanger van commerciële games) is, zijn er festivals als The Overkill in Enschede en de stroming van alt-ctrl games (waarin andere manieren van bediening worden geëxploreerd). Hiervoor is Zuraida's tip om te kijken naar shakethatbutton.com: een mooie collectie van alternatieve controllers voor spelletjes. Dat is vooral leuk voor de eerstejaars studenten om in hetvierde kwartaal nog een keer te bezoeken tijdens het vak Digital Interfaces. Wil je gecureerde festivals van Zuraida zien, dan zijn we nu helaas net te laat voor Playtime 20.22 in September in Brugge, waar Zuraida rondom de thema's food, cooking en personal games werk liet zien. Gelukkig zijn we nog wel op tijd voor A MAZE festival van 10 tot 13 Mei 2023 in Berlijn.
Thank you: Bernie DeKoven, Patch Adams, David Westbrook, Chris Celio, Mark Williams, Mark Preston, Steve Rawlings, Sinbad, King Cole, David & Patty Rule,. Dan Hurst, Jessica Clem, Jonah at family tree nursery, Jim Fussell, Jeff Matovic, Jack Mandlebaum, Sandy DiGiovani, Ginny Tadlock, Chris & Susie Joiner, New York City Firefighters, Rachel Monley, Steve Barrett, Bowen White, Lonnie McFadden, Jeff Lee, Bob Gretz, Hank Young, Dan Israel, Max Deweese, Dave Stevens, Will C, Danny Black, Aaron Bono, Walt David Disney, Greg Vaughn, Scarman, Ed Golden, Greg Thomas, Tom Albers, Traci Bray, Alfred Sauchelli Jr., Max Floyd, Deron Cherry, Mark Preston, Steve Rawlings, Bryan Busby, Ann Priesley, James R. Hahn, Dr. Eric Kulick, Mike Thompson, Lance Ringnald, George Gates, Patrick and Matilda, Mike Saccone, Julie Mulherne, Bob Hill and Michael Zedick, Lauren Fritts, Kevin Harlan, Elliot Threat, Jeff Trachta, Care Tuk, Folks at the Barber shop, Jack Poessinger, Sherry Kuel, Carl Peterson, Bob Costas, Ethan Bryan, Kate McGuck, Kerry Smith, Steve Garrett, Chris Fritz, Bob Garett,, Sam Griesbaum, Chuck Morton, Tom Burgoon, Derek Chappell, Bob Eubanks, Jan Zimmerman, the two dectectives in Raymore Missouri, Joe Castiglione, Jan Thomas, Ben Kitchen, Rich Young, Scott Corbin, Tan Nuygen, Harry Lorrayne, Kendall Gammon, Greg Pryor, Dan Meers, Mark Klein, Paul Chapa, Curt Diebel, Dave Wilson, Gavin Jerome, Suzie Aaron, Larry Corrigan, Elizabeth Wilson, Eli and Jennifer Cooper, Storey Pryor, Roger Hicks, Robert Anderson, Jay Eudaly, Bob Boring, Max Brown, Dr. Jean Moretta, Jerry Van Alst, James R. Zingleman, Bill Munholland, Joel Madison, Joe Caronia, Johnny Rowlands, TyJones, Gayle Sanders, Gary and Trish Walker, Bob Burris, Doug Broderick, Henry Cho, Gary Jenkins, Rob Carson, Paul Craig, Rich Pupura, Joey Corona, Dan Hurst, Craig Minervini, Glen Hilton, Bill Decker, Joe Crane, Wes Lockard, Max Brown, John Routh and everyone who has shared a story. If I have left out your name – let me know and I will gladly add it. So many more Podcasts to come. Let me know if you have a story or someone I should interview so we can help heal the world – one laugh at a time. THANK YOU TO ALL WHO LISTEN. naster.com 913 963 9486
Bernie DeKoven was an American game designer, author, lecture and fun theorist. Over the course of his 45-year career he explored how fun and playfulness can positively affect every aspect of personal and interpersonal, community and institutional health. He authored The Well-Played Game (originally published by Doubleday in 1978 and reissued in 2013 by MIT Press) as well as Junkyard Sports, A Playful Path (over 654,000 downloads), and a CD Recess for the Soul, demonstrating how to have more fun in your inner playground.
What does Bert & Ernie and Big Bird and a very big polar bear and a husky dog have in common? You’ll find out in this episode! photo by Brittany Semeniuk After listening, I hope you’ll consider a few questions:How playful am I?Do the people I love most know how to play?What can I do to invite playfulness into my home, family and life?National Public Radio (NPR) recently invited the Muppets from Sesame Street into their studios—as interns—see the video below—if NPR can make room for this kind of playful FUN, so can we! It turns out that taking a playful stance, even in the face of imminent danger is a very good idea. CLICK Here to read more about the Muppets as they explored the iconic Tiny Desk, finessed their way into NPR's news booth, created their own rendition of "All Things Considered", and tackled the responsibilities of being an intern across multiple divisions in a multimedia organization.I love studying the topic of play, because I strongly believe in its power to enhance curiosity, creativity, learning, happiness and health. We all play differently at different times and for different reasons, but play is the beginning of attachment, connection and belonging—whether it’s movement, object, social, imaginative, narrative or creative play. Our innate playfulness is realized when we are fully present and responsive to the world around us—when the opportunity to experience a moment becomes more important than worrying what other people might think or say or do. We are most alive and most generous when we are playful. If we only let our selves out to play we would rediscover our selves and reunite with the world. If we only remembered to have fun, the whole world would become our playground. I understand that there are times when, simply because we don’t let our selves out, we hurt our very own children, our very own lovers, our students, our colleagues, our pets, the people who love us. Not intentionally. Not maliciously. But simply because we’re inside, somewhere safe. Not because we want to stay inside. But because we’re afraid to come out. — Bernie DeKoven, The Playful Path Learn more about the FREE ebook, A Playful Path, by Bernard DeKovenWatch Dr. Stuart Brown’s TED talk HERE. Learn more about my playful and very Happy Planner by clicking on this image, and let me know your thoughts and hear your success as you practice Random Acts of Playfulness
A review of Boom Blast Stix written by Stephen Conway.
A review of Boom Blast Stix written by Stephen Conway.
A review of Boom Blast Stix written by Stephen Conway.
A review of Twangled written by Bernie DeKoven.
A review of Twangled written by Bernie DeKoven.
A review of Twangled written by Bernie DeKoven.
Improv Interviews Part 2 with the fabulous Bernie De Koven. Bernie explains the "well-played game" and how to put the fun back into our lives.
What happens when you imagine a water feature for your imaginary playground.
What happens when you imagine that you're happy.
A round table discussion on the challenge of designing games for kids. Our panel features Markus Nikisch (HABA), Brandan Parsons (Blue Orange), Josh West (ThinkFun) and Bernie DeKoven (Major Fun).
A round table discussion on the challenge of designing games for kids. Our panel features Markus Nikisch (HABA), Brandan Parsons (Blue Orange), Josh West (ThinkFun) and Bernie DeKoven (Major Fun).
A round table discussion on the challenge of designing games for kids. Our panel features Markus Nikisch (HABA), Brandan Parsons (Blue Orange), Josh West (ThinkFun) and Bernie DeKoven (Major Fun).
What happens when you imagine a smarter smartphone.
What happens when you become a giant horse.
What happens when you are a gecko doing push-ups.
What happens when you float above yourself and decide to become a cloud.
What happens when you carve your face onto Mount Rushmore and then decide to climb it.
Boggle jackets and Big Bird money. A conversation with Bernie DeKoven, The Grand Poobah of Fun. We follow his career through mass market board games and video game design to his discovery of a Playful Path - a philosophy and the title of his latest book.
Boggle jackets and Big Bird money. A conversation with Bernie DeKoven, The Grand Poobah of Fun. We follow his career through mass market board games and video game design to his discovery of a Playful Path - a philosophy and the title of his latest book.
Boggle jackets and Big Bird money. A conversation with Bernie DeKoven, The Grand Poobah of Fun. We follow his career through mass market board games and video game design to his discovery of a Playful Path - a philosophy and the title of his latest book.
Bernie DeKoven is Major Fun. He has dedicated his life to the idea of fun and the importance of play for all! Part 3 of our interview explores his game commune, a public play day in Philadelphia, the Whole Earth Catalog and early video game design.
Bernie DeKoven is Major Fun. He has dedicated his life to the idea of fun and the importance of play for all! Part 3 of our interview explores his game commune, a public play day in Philadelphia, the Whole Earth Catalog and early video game design.
Bernie DeKoven is Major Fun. He has dedicated his life to the idea of fun and the importance of play for all! Part 3 of our interview explores his game commune, a public play day in Philadelphia, the Whole Earth Catalog and early video game design.
A well-placed banana. From comrades in rockets to apes in bumper cars, we review Kosmonauts and Spin Monkeys - two programmed movement games that give us a fresh look at the genre.
A well-placed banana. From comrades in rockets to apes in bumper cars, we review Kosmonauts and Spin Monkeys - two programmed movement games that give us a fresh look at the genre.
A well-placed banana. From comrades in rockets to apes in bumper cars, we review Kosmonauts and Spin Monkeys - two programmed movement games that give us a fresh look at the genre.
Rummy revisions. We review A Fool's Fortune and Morels two set collecting card games that breathe new life into this well known and time tested genre, plus the first in a series of interviews with Major Fun, Bernie DeKoven.
Rummy revisions. We review A Fool's Fortune and Morels two set collecting card games that breathe new life into this well known and time tested genre, plus the first in a series of interviews with Major Fun, Bernie DeKoven.
Rummy revisions. We review A Fool's Fortune and Morels two set collecting card games that breathe new life into this well known and time tested genre, plus the first in a series of interviews with Major Fun, Bernie DeKoven.
Best-selling author Bernie DeKoven joins us to explore game design, healthy competition, play, and creative fun. Bernie is the author of "The Well Played Game," in which he voiced a philosophy of "healthy competition" that formed the core teachings of the New Games Foundation. He also is a lifetime member of The Association for the Study of Play.