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Ilinx
Ilinx is a kind of play, described by sociologist Roger Caillois, a major figure in game studies. Ilinx creates a temporary disruption of perception, as with vertigo, dizziness, or disorienting changes in direction of movement. Caillois identified several categories of play in '' Les Jeux et Les Hommes'' (; 1958, in English as ''Man, Play and Games'' {{ISBN, 978-0-252-07033-4; 2001.) In the book, Caillois described the category of ilinx as games that: : "...are based on the pursuit of vertigo and which consist of an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. In all cases, it is a question of surrendering to a kind of spasm, seizure, or shock which destroys reality with sovereign brusqueness." Caillois's other categories, which should be considered alongside ilinx as any form of play rarely fits wholly and discretely into one category, are " agon", " alea" and "mimesis" (or "mimicry In ev ...
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Roger Caillois
Roger Caillois (; 3 March 1913 – 21 December 1978) was a French intellectual whose idiosyncratic work brought together literary criticism, sociology, ludology and philosophy by focusing on diverse subjects such as games and play as well as the sacred. He was also instrumental in introducing Latin American authors such as Jorge Luis Borges, Pablo Neruda and Miguel Ángel Asturias to the French public. After his death, the French Literary award Prix Roger Caillois was named after him in 1991. Biography Caillois was born in Reims, but moved to Paris as a child. There he studied at the Lycée Louis-le-Grand, an elite school where students took courses after graduating from secondary school in order to prepare for entry examinations for France's most prestigious university, the École Normale Supérieure. Caillois's efforts paid off and he graduated as a ''normalien'' in 1933. After this he studied at the École Pratique des Hautes Études, where he came into contact with thinke ...
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Man, Play And Games
''Man, Play and Games'' () is the influential 1961 book by the French sociologist Roger Caillois, (French ''Les jeux et les hommes'', 1958) on the sociology of play and games or, in Caillois' terms, sociology derived from play. Caillois interprets many social structures as elaborate forms of games and much behaviour as a form of play. Summary Caillois builds critically on the theories of Johan Huizinga, adding a more comprehensive review of play forms. Caillois disputes Huizinga's emphasis on competition in play. He also notes the considerable difficulty in defining play, concluding that play is best described by six core characteristics: * It is free, or not obligatory. * It is separate (from the routine of life), occupying its own time and space. * It is uncertain, so that the results of play cannot be pre-determined and so that the player's initiative is involved. * It is unproductive in that it creates no wealth and ends as it begins. * It is governed by rules that suspend o ...
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Play (activity)
Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds. Many prominent researchers in the field of psychology, including Melanie Klein, Jean Piaget, William James, Sigmund Freud, Carl Jung and Lev Vygotsky have erroneously viewed play as confined to the human species, believing play was important for human development and using different research methods to prove their theories. Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. Accordingly, play can range from relaxed, free-spirited and spontaneous through frivolous to planned or even compulsive. Play is not just a pastime activity; it has the potential to serve as an i ...
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Game Studies
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a n ...
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Vertigo (medical)
Vertigo is a condition where a person has the sensation of movement or of surrounding objects moving when they are not. Often it feels like a spinning or swaying movement. This may be associated with nausea, vomiting, sweating, or difficulties walking. It is typically worse when the head is moved. Vertigo is the most common type of dizziness. The most common disorders that result in vertigo are benign paroxysmal positional vertigo (BPPV), Ménière's disease, and labyrinthitis. Less common causes include stroke, brain tumors, brain injury, multiple sclerosis, migraines, trauma, and uneven pressures between the middle ears. Physiologic vertigo may occur following being exposed to motion for a prolonged period such as when on a ship or simply following spinning with the eyes closed. Other causes may include toxin exposures such as to carbon monoxide, alcohol, or aspirin. Vertigo typically indicates a problem in a part of the vestibular system. Other causes of dizziness inclu ...
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Agon
Agon ( Greek ) is a Greek term for a conflict, struggle or contest. This could be a contest in athletics, in chariot or horse racing, or in music or literature at a public festival in ancient Greece. Agon is the word-forming element in 'agony', explaining the concept of agon(y) in tragedy by its fundamental characters, the protagonist and antagonist. Athletics In one sense, agon meant a contest or a competition in athletics, for example, the Olympic Games (Ὀλυμπιακοὶ Ἀγῶνες). Agon was also a mythological personification of the contests listed above. This god was represented in a statue at Olympia with '' halteres'' (dumbbells) () in his hands. This statue was a work of Dionysius, and dedicated by Micythus of Rhegium. Religion According to Pausanias, Agon was recognized in the Greek world as a deity, whose statue appeared at Olympia, presumably in connection with the Olympic Games, which operated as both religious festival in honor of Zeus and a ...
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Alea
Alea or ALEA may refer to: Places * Alea (Arcadia), a town of ancient Arcadia, Greece, located near the modern town in Argolis * Alea (Thessaly), a town of ancient Thessaly, Greece * Alea, Arcadia, a village in the municipal unit Tegea, Arcadia, Greece * Alea, Argolis, a small town in Argolis, Greece Organisations * Alabama Law Enforcement Agency (ALEA) * American Law and Economics Association (ALEA) Other uses * Alea (Greek soldier), origin of the word ''aleatoire'' (meaning "random") * Alea (game), the earliest known tables game and possible ancestor of Backgammon * Alea, originally a game-publishing subsidiary of Ravensburger, purchased by Heidelburger *ALEA Ensemble, an Austrian ensemble for contemporary music See also * Alea iacta est * Alia (other) Alia or ALIA may refer to: People *Alia (name), a list of people with the surname or given name Places *Alia, Sicily, Italy, a comune * Alia (Phrygia), a town of ancient Phrygia which remains a Roman Catholic ...
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Mimesis
Mimesis (; grc, μίμησις, ''mīmēsis'') is a term used in literary criticism and philosophy that carries a wide range of meanings, including '' imitatio'', imitation, nonsensuous similarity, receptivity, representation, mimicry, the act of expression, the act of resembling, and the presentation of the self. The original Ancient Greek term ''mīmēsis'' ( grc, μίμησις, label=none) derives from ''mīmeisthai'' ( grc, μιμεῖσθαι, label=none, 'to imitate'), itself coming from ''mimos'' ( μῖμος, 'imitator, actor'). In ancient Greece, ''mīmēsis'' was an idea that governed the creation of works of art, in particular, with correspondence to the physical world understood as a model for beauty, truth, and the good. Plato contrasted ''mimesis'', or imitation, with '' diegesis'', or narrative. After Plato, the meaning of ''mimesis'' eventually shifted toward a specifically literary function in ancient Greek society. One of the best-known modern studies o ...
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Mimicry
In evolutionary biology, mimicry is an evolved resemblance between an organism and another object, often an organism of another species. Mimicry may evolve between different species, or between individuals of the same species. Often, mimicry functions to protect a species from predators, making it an anti-predator adaptation. Mimicry evolves if a receiver (such as a predator) perceives the similarity between a mimic (the organism that has a resemblance) and a model (the organism it resembles) and as a result changes its behaviour in a way that provides a selective advantage to the mimic. The resemblances that evolve in mimicry can be visual, acoustic, chemical, tactile, or electric, or combinations of these sensory modalities. Mimicry may be to the advantage of both organisms that share a resemblance, in which case it is a form of mutualism; or mimicry can be to the detriment of one, making it parasitic or competitive. The evolutionary convergence between groups is driven by ...
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