This book studies R. Buckminster Fuller's World Game and similar world games, past and present.
Proposed by Fuller in 1964 and first played in colleges and universities across North America at a time of growing ecological crisis, the World Game attempted to turn data analysis, systems modelling, scenario building, computer technology, and information design to more egalitarian ends to meet human needs. It challenged players to redistribute finite planetary resources more equitably, to 'make the world work'. Criticised and lauded in equal measure, the World Game has evolved through several formats and continues today in correspondence with debates on planetary stewardship, gamification, data management, and the democratic deficit. This book looks again at how the World Game has been played, focusing on its architecture, design, and gameplay. With hindsight, the World Game might appear naive, utopian, or technocratic, but we share its problems, if not necessarily its solutions.
Such a study will be of interest to scholars working in art history, design history, game studies, media studies, architecture, and the environmental humanities.
Reihe
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für höhere Schule und Studium
Für Beruf und Forschung
Academic, Postgraduate, and Undergraduate
Illustrationen
15 s/w Abbildungen, 15 s/w Photographien bzw. Rasterbilder
15 Halftones, black and white; 15 Illustrations, black and white
Maße
Höhe: 216 mm
Breite: 140 mm
Dicke: 7 mm
Gewicht
ISBN-13
978-1-032-05839-9 (9781032058399)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Timothy Stott is Associate Professor in Modern and Contemporary Art History, Department of History of Art and Architecture at Trinity College Dublin, the University of Dublin.
Autor*in
Dublin Institute of Technology, Ireland
List of Figures; Preface; Acknowledgements; 1. Aboard Spaceship Earth; 2. The First World Game Seminar; 3. Ecogame; 4. Ecologies of the Future; 5. World Gaming; Conclusion; Bibliography; Index