Sutton-Smith, in his model, The ambiguity of play to understanding video games, sees games as finite, fixed, and goal-oriented.
<h3>The Ambiguity of Play</h3>
- Sutton-Smith describes seven "rhetorics" of play—ideologies that have been applied to explain, support, and prioritize particular forms of play—in The Ambiguity of Play.
- Progress, fate, power, (community) identification, imagination, ego, and frivolity are the seven rhetorics.
- Sutton-Smith attributes three of these—fate, power, and identity in video games as ancient but still relevant and correlates them with a more group-centered orientation.
- Progress, imaginary, and self are three other terms that are more recent and are linked to a contemporary emphasis on the person.
- According to Sutton-Smith, frivolity, the seventh rhetoric, operates as responding rhetoric since nonhegemonic forms of play are frequently viewed as frivolous.
- Sutton-Smith states in the conclusion that variation is one of the play's fundamental characteristics and bears significant similarities to biological variation.
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Answer:
Pearl Diving was a turning point in the development of UAE.
{ Option: (a) }
Japan
goal is: expand japanese empire and get natural resources in china and the pacific
side: Axis
Leader: Hideki Tojo
What does the question say?
Peasents or farmers cause they were lower class