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2020-02-22 at 19:26 #984Stefan PoserGuest
Call for papers of a Session on the 48th Symposium of the International Committee for the History of Technology, ICOHTEC – part of the International Congress for the History of Science and Technology, ICHST in Prague
Technology-based games spread in many fields of society since the beginning of the 21st century. Nowadays, they are nearly everywhere, played in quite different shapes and linked to quite different tasks: spraying can be analyzed as a kind of subversive technology-based game. The same holds for investment in stocks, although the playing persons and their self-concepts are quite different.
In general, playing has become more important and lost its negative image, which was characteristic for the period of labor societies. Gamification is influencing working conditions and companies apply concepts of gamification to encourage their customers to co-working. Computer games are becoming models of software, designed for work purposes. These processes enlarge the field of technology-based playing and influences playing as well as playing persons.
• Does an environment of play-things and opportunities of technology-based playing changes behavior?
• What’s the role of (digital) technology within these developments?
• Does it make sense to label this process as a turn to play?
Papers on methodology are welcome as well as case studies from the whole field of playing with technology, especially concerning unusual kinds of playing.
Please contact me until 28 February 2020 by stefan.poser (at)kit.edu
Secretary General of ICOHTEC, Karlsruhe Institute of Technology