Glossary of productive play

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Abstracts

Addiction

Definition
Addiction is compulsive engagement in a rewarding experience despite serious repercussions. And it results from a confluence of biology, psychology, social environment and culture. Addiction can be physical, psychological, or both.

Who said it

In context

See also
productive play lootbox

Anchoring

definition (wikipedia): The anchoring effect is a cognitive bias whereby an individual's decisions are influenced by a particular reference point or 'anchor'.[1 Once the value of the anchor is set, subsequent arguments, estimates, etc. made by an individual may change from what they would have otherwise been without the anchor. 1. An individual may be more likely to purchase a car if it is placed alongside a more expensive model (the anchor). Prices discussed in negotiations that are lower than the anchor may seem reasonable, perhaps even cheap to the buyer, even if said prices are still relatively higher than the actual market value of the car. 2. While estimating the orbit of Mars, one might start with the Earth's orbit (365 days) and then adjust upward until they reach a value that seems reasonable (usually less than 687 days, the correct answer).

Who said it Mentioned in ["The addictive cost of predatory videogames monetization" (The Jimquisition) by Jim Sterling at https://www.youtube.com/watch?v=7S-DGTBZU14] =

in context trying to sell a user a lootbox for 50$ and after a while telling them: "SUPERSALE NOW IT'S JUST 15$", the result is that it doesn't really matter if the price is still super high, the user will still think that it's advantageous to buy it immediately (+ the discount won't last long --> see "fast thinking")

In a sentence The anchoring effect is when individuals' decisions are influenced by a particular reference point or 'anchor'.

---> Ideology and anchoring point (the point de capiton [mentioned by Lacan] - French word to say anchoring point) How does an ideology maintain its consistency? What keeps of ideological field of meaning consistent? Any given ideological field is "quilted" by the point de capiton A point de capiton unifies an ideological field and provides it with an identity. What is at issue in the conflict of ideologies is precisely the point de capiton. Signifiers such as "freedom", "democracy", "human rights," etc. are open-ended. Their meanings can slide about depending on the context of their use. For example, a right-wing interpretation of the word "freedom" might use it to designate the freedom to speculate on the market, whereas a left-wing interpretation of it might use it designate freedom from the inequalities of the market. The word "freedom" therefore does not mean the same thing in all possible worlds: what pins its meaning down is the point de capiton.

See also Dispositif (as apparatus)

Anxiety

Definition
(1) Anxiety is a feeling of fear, dread, and uneasiness. It might cause you to sweat, feel restless and tense, and have a rapid heartbeat. It can be a normal reaction to stress. For example, you might feel anxious when faced with a difficult problem at work, before taking a test, or before making an important decision. It can help you to cope. The anxiety may give you a boost of energy or help you focus. But for people with anxiety disorders, the fear is not temporary and can be overwhelming. Anxiety disorders are conditions in which you have anxiety that does not go away and can get worse over time. The symptoms can interfere with daily activities such as job performance, schoolwork, and relationships.
(2) a feeling of worry, nervousness, or unease about something with an uncertain outcome.
(3) strong desire or concern to do something or for something to happen.

Who said it Mentioned in "We Are All Very Anxious" By weareplanc

In context

  • "In contemporary capitalism, the dominant reactive affect is anxiety.
  • "Today’s public secret is that everyone is anxious. Anxiety has spread from its previous localised locations (such as sexuality) to the whole of the social field. All forms of intensity, self-expression, emotional connection, immediacy, and enjoyment are now laced with anxiety. It has become the linchpin of subordination."
  • "Public secrets are typically personalised. The problem is only visible at an individual, psychological level; the social causes of the problem are concealed."
  • "When discussed at all, they are understood as individual psychological problems, often blamed on faulty thought patterns or poor adaptation."
  • "The present dominant affect of anxiety is also known as precarity. Precarity is a type of insecurity which treats people as disposable so as to impose control. Precarity differs from misery in that the necessities of life are not simply absent. They are available, but withheld conditionally."
  • "Anxiety is reinforced by the fact that it is never clear what "the market" wants from us."

Period contemporary capitalism

See also precarity / competiton / capitalism / self-work / high performance

Artificiality

Definition

(a) The quality of being made or produced by human beings rather than occurring naturally. (b) Insincerity or affectedness. (Oxford Languages)

A-Trajectory-of-Artificiality-1.png | A Trajectory of Artificiality

Bric-à-brac

Definition Bric-à-brac (French: [bʁi.ka.bʁak]) or bric-a-brac (from French),[1] first used in the Victorian era,[2] refers to lesser objets d'art forming collections of curios, such as elaborately decorated teacups and small vases, compositions of feathers or wax flowers under glass domes, decorated eggshells, porcelain figurines, painted miniatures or photographs in stand-up frames, and so on.

In middle-class homes bric-à-brac was used as ornament on mantelpieces, tables, and shelves, or was displayed in curio cabinets: sometimes these cabinets have glass doors to display the items within while protecting them from dust. Today, bric-à-brac refers to a selection of items of modest value, often sold in street markets and charity shops, and may be more commonly known in colloquial English as "knick knacks". In Yiddish such items are known as tchotchkes.

Edith Wharton and Ogden Codman Jr., in The Decoration of Houses (1897), distinguished three gradations of quality in such "household ornaments": bric-à-brac, bibelots (trinkets) and objets d'art.[3] (wiki)

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Period 19th & 20th Century

See also Anxiety

Click farm

A form of click fraud where a large group of low-paid workers are hired to click on paid advertising links for the click farmer. The workers click the links, surf the target website for a period of time, and possibly sign up for newsletters prior to clicking another link. It is extremely difficult for an automated filter to detect this simulated traffic as fake because the visitor behavior appears exactly the same as that of an actual legitimate visitor.

Context

Click farms are used by all sorts of businesses, often to inflate their following or engagement, and they can be hired to do multiple actions such as:

Services offered by click farms can include:

  • Social media followers and likes
  • Posting comments on websites or social media
  • Generating website traffic
  • Creating backlinks
  • Carrying out repetitive click based tasks
  • Channelling traffic to fraudulent sites to increase rankings, domain authority or to collect payouts on display ads
  • Sharing , often fake, news articles (troll factories)*

With the majority of the world’s click farms based in countries with minimal employment and labour laws, their main legal issues are around employee rights, working conditions and wages.


In a sentence As online engagement became currency, click farms exploit workers in order to mass produce fraudulent user interactions.


Who said it Lee Munson

Mentioned in

See also Term

Collective sensitivity (actually: collective sensibility)

def:
sensitivity (noun):
/sɛnsɪˈtɪvɪti/
– the quality or condition of being sensitive.
– feelings liable to be offended or hurt; sensibilities.

sensitive:
/ˈsɛnsɪtɪv/
– quick to detect or respond to slight changes, signals, or influences.
– having or displaying a quick and delicate appreciation of others' feelings.

sensibility
/ˌsɛnsɪˈbɪlɪti/
– the quality of being able to appreciate and respond to complex emotional or aesthetic influences; sensitivity.
– sensitivity to sensory stimuli.

in context:

Collective sensibility is an attempt to create an artificial standard of the senses in order for a dominant culture to control a population and its possible division. To comply to the collective sensibility is to compromise on one's individual sensibility in order for this individual to fit in a culture.

– What one senses vs what one should sense
– Standardisation of the senses
– Artificial standard
– Shared apprehension of a surrounding
– Desensitisation of the individual
– Norm for sensibility
– Numbness
– Establishing norms
– Refusal to be conscious of one's feeling
– Comfort

"Without a collective sensibility, these crowds would (and still often did) form their own modes of culture based in older forms of collectivity and knowledge that showed no respect for the norms of the factory or the city." "sense of shared culture "

in use:

(1)"To achieve collaborative networks, we need leaders and people who have a collective sensibility. Starting by being mature and predictable, people must learn to share knowledge, make and keep their commitments, be civil and generous, and to step up and be accountable to others and the business."
(2)"both personal and collective sensibility may share a cultural watershed, but are seen to evolve independently."
(3)"More generally, the sensitivity identifies pivotal components that precisely determine collective outcomes generated by a complex network of interactions."
(4)"Group social sensitivity, hence, is expected to be conducive for high levels of performance across multiple tasks..."

ref:
(1) https://healthycompanies.com/developing-a-collective-sensibility/
(2) https://thekarachicollective.com/sensibility-the-dna-of-creativity-dictionaries/
(3) https://pubmed.ncbi.nlm.nih.gov/32486948/
(4) https://www.frontiersin.org/articles/10.3389/fpsyg.2016.00676/full

Who said it: Mentioned in https://reallifemag.com/well-played/
from leftypedia:
in context [
In a sentence:
Period�:
See also

Counterculture

The_1960s.jpg

Definition (a) "A counterculture is a culture whose values and norms of behavior differ substantially from those of mainstream society, sometimes diametrically opposed to mainstream cultural mores. A countercultural movement expresses the ethos and aspirations of a specific population during a well-defined era." [wiki] (b) Countercultures often are of dissenting character in relation to the established superstructure/ruling ideologies. They become part of the popular culture or fully integrated to culture after revolutionary actions or activist actions, consistent and confident defiance of established "rules". Counter culture can also purposefully present themselves as disturbances of defiance of any current stream (may they cross as certain times) as way to protest, as emancipation or contestation.

In context (1) (a) One famous counterculture is the hippy movement from the 60s-70s which was demonstrated by very defying aesthetically "divergent" hair features, sexual liberation, eye-catching fashion and uprisal against the dominant political/social structures. (b) Nowadays the queer community holds some of the keys to one of the main counterculture stream, where gender defaults are refuted, social norms re-evaluated and contested, communal cohesion starts with individual expression and affirmation, diversity first and foremost. Feminism has shared platforms between counter- and mainstream culture, where different aspects have been shared, when the queer community has always mainly evolved on the side-lines, it is now coming more and more in the main cultural streams. (c) Mainstream culture uses countercultures as fashionable ideologies on and off, but counterculture also makes use of mainstream society to vehiculate ideologies (pop culture, artists like Lady Gaga, channels counter-communities within mainstream medias). “Born this way” has been the rallying cry of the mainstream gay rights movement [[1]]

In context (2) See Fred Turner's From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism (2008), which charts how the [(left)Libertarian] values of the US 1960s counterculture (hippy communes, experiments with LSD &c) are taken up by the big tec companies ; so a lot of the 'freedom' rhetoric on the internet in the 2000s is related to the US 60s counterculture movement. The model for the network is provided by The. Whole Earth Catalog (1968) which advanced freedom via "access to tools"

In a sentence Counterculture stands in opposition to the mainstream society until it gets incorporated within the mainstream society, mostly arises from social/political divergences/conflicts/defiance.

Period originated in the 1960s, to this day.

See also Counterhegemony and Mainstream

Gift

Definition
Mentioned by
See also

Entertainment

1.Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but is more likely to

be one of the activities or events that have developed over thousands of years specifically for the purpose of keeping an audience's attention. [Wiki]

2. is the prolongation of work under late capitalism

Mentioned in "Video Games as Meaningful Entertainment Experiences" by Mary Beth Oliver, Nicholas David Bowman, Julia K. Woolley, Ryan Rogers, Brett I. Sherrick and Mun-Young Chung

"Enlightenment as mass deception" by Theodor Adorno and Max Horkheimer

In context Movies are the easiest and most common form of entertainment that most people in the world consume. Other forms of entertainment are: Books, video games, tv shows, sporting events, circuses, comedy events, music festivals, etc.

In a sentence Entertainment consists of performances of plays and films, and activities such as reading and watching television, that give people pleasure.

False Consciousness

Definition "False consciousness is a term used by some to describe ways in which material, ideological, and institutional processes are said to mislead members of the proletariat and other class actors within capitalist societies, concealing the exploitation intrinsic to the social relations between classes." (wiki)

Who said it Mentioned in [ Gamification as twenty-first-century ideology, Mathias Fuchs ] (a)"When the evangelists of gamification tell us that work must be play, that our personalities will be playful, that the whole economy is a game, and that each and every activity from cradle to grave can be turned into a game, we encounter false consciousness that is socially necessary." (b) "This state of alienation has also been referred to as ‘false consciousness’. In the closing chapter of Alfred Sohn-Rethel’s Intellectual and Manual Labour (1978: 196), the author invokes the concept of ‘necessary false consciousness’. This is a type of false consciousness that is not just faulty consciousness; necessary false consciousness is rather a type of false consciousness that is logically correct. However cruel, meaningless or destructive it might seem, it is necessary for the system in which we are working to keep working until we die so that we will shop until we drop."

4151789.png

From leftypedia [ Consciousness, Class consciousness] "A materialist understanding of class is known by Marxists as 'class consciousness'. This understanding is the knowledge of one's own position in the economic hierarchy, and the acceptance of the interests which therefore benefit the individual. The term is most often used to describe the working class, or elements of it, becoming aware of their own exploitation and working to oppose it in unity with their fellow workers, but it can also be used to describe the self-awareness of the bourgeoisie of their superior position in society and their efforts to maintain the present hierarchy. It is often contrasted with its inverse, 'false consciousness', which describes the lack of this knowledge causing the worker to labour contrary to his own interests as a member of the oppressed class (for instance through vocal support of the ruling classes and existing power structures)."

In context [ Gamification as twenty-first-century ideology, Mathias Fuchs] "Gamification propaganda in the style of ‘work is play’, ‘work can be play’ or ‘work harder, play harder’ are suggesting that work can be contained within the ‘sphere of play’ (Huizinga [1938] 1949). Such statements and consequently the whole concept of gamification are ideological as they express false consciousness of the nature of work and play (see, e.g., the magazine covers in Figure 3, designed by Anthony Burrill 2008). "

In a sentence False consciousness is the state in which one feels like they are given full agency of their own choices/actions when in fact they are subject to a certain ideology that has come to seem so self-speaking they wouldn't question it

Period origin in History and Class Consciousness (1923) by the Hungarian philosopher and literary critic György Lukács. To this day.

See also Gamification, Capitalism, Alienation and Play

Fan culture/fandom

A fandom is a subculture composed of fans characterized by a feeling of empathy and camaraderie with others who share a common interest. Fans typically are interested in even minor details of the objects of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices, differentiating fandom-affiliated people from those with only a casual interest. [Wiki]

The history of the word “fandom” starts with a very old word — “fanatic.” “Fanatic” arose out of a Latin word, “fānāticus,” which, in turn, came from the word “fanum,” meaning “temple” or “shrine". In the late 19th-century, the word "fan" started to be used to describe an enthousiast of a certain sports team.

Mentioned in

  • "On productivity and game fandom" by Hanna Wirman
  • “Textual Poachers: Television Fan & Participatory Culture” by Henry Jenkins

In context Members of a fandom associate with one another and build a community around their fan interest (e.g.: celebrities, hobbies, genres, fashion, ...). A fan culture often includes fan activities such as conventions, writing fan fictions, participating in fan online forums and discussions, purchasing merchandise and collector items, etc. Some of the largest fandoms are the Harry Potter fandom, Anime fandom and the BTS army (BTS is a K-Pop group).

In a sentence A fandom is a subgroup of fans that share a common interest.

Fun

Definition
Fun is defined by the Oxford English Dictionary as "Light-hearted pleasure, enjoyment, or amusement; boisterous joviality or merrymaking; entertainment".
According to Johan Huizinga, fun is "an absolutely primary category of life, familiar to everybody at a glance right down to the animal level."[11] Psychological studies reveal both the importance of fun and its effect on the perception of time, which is sometimes said to be shortened when one is having fun. As the adage states: "Time flies when you're having fun".
With the emergence of entertainment industry, fun is sold as a consumer product in the form of games, novelties, television, toys and other amusements. Marxist sociologists such as the Frankfurt School criticise mass-manufactured fun as too calculated and empty to be fully satisfying. [Wikipedia]

500px-%22Fun%2C_off_the_job_keeps_him_on_the_Job%22_-_NARA_-_514789.jpg World War 2 era employment poster about the importance of fun

Mentioned by
Johan Huizinga | Frankfurt school(ex. Max Horkheimer/Theodor W. Adorno / Erich Fromm/Herbert Marcuse)

In context

Gamification

Definition the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service. Who said it Mentioned in [ Fuchs, Gamification as twenty-first century ideology ], [ Jennifer Dewinter, Katy A Kocurek, Randall Nichols, Gamification as twenty-firstcentury ideology]


In context [ Gamification as the process of turning extra-ludic activities into play. I argue that gamification might be seen as a form of ideology and therefore a mechanism of the dominant class to set agenda and to legitimize actions taken by this very class or group. [Gamification is based on similar principles of measurement and observation with a focus on both the reorganization of work and leisure

In a sentence to put it simply, a way to make any other thing look like a game, therefore it seems like a fun/desirable activity instead of an imposition/exploitation/slavery. Strategy used to motivate the user/employee/citizen in order to get more/better results/data.

Period 2003 - now

See also False Consciousness and Alienation and Capitalism and Ideology and IKEA effect and Productive Play and False Consciousness and Anchoring and Entertainment

IKEA effect

The IKEA effect is a cognitive bias in which consumers place a disproportionately high value on products they partially created. The name refers to Swedish manufacturer and furniture retailer IKEA, which sells many items of furniture that require assembly. [Wiki]

tol-building-furniture-takes-relationship-1509124322.jpeg

Who said it Michael I. Norton, Daniel Mochon, Dan Ariely

Mentioned in "The 'IKEA Effect': When Labor Leads to Love" by Michael I. Norton, Daniel Mochon and Dan Ariely [2]

In context IKEA customers can build their own furniture. People can choose colours to customize their own shoes online. Children can design their own cuddly toy. Customers can order their own creations at chocolate manufacturers.

In a sentence The IKEA effect describes how people tend to value an object more if they make (or assemble) it themselves.

Period 2011 - aprox

Ideology

In a sentence Barthes: "ideology is disguised in plain sight"


Definition 1) a system of ideas and ideals, especially one which forms the basis of economic or political theory and policy. "the ideology of democracy" 2) a system of ideas which seem self evident and 'natural' to those that hold them. 3) the science of ideas; the study of their origin and nature.

Context [ How does gamification express ideology? Note: "Hegemony and Ideology are two concepts that come in social sciences between which a key difference can be identified. In a general sense, hegemony is the dominance of one group or state over another. On the other hand, ideology is a system of ideas forming the basis of an economic or political theory."

Who said it Mentioned in Marx, Gramsci, Barthes , Hall, Hebdidge, Williams

Mentioned in

See also


Hook Model / Hook - Habit - Hobby

It's a business model that is used also in videogames to ensure that microtransactions are turned from an occasional event into a rooted habit for gamers. This model functions following different strategies to ensure continuous profiting, like fast thinking processes, gatchas (collectible items), subscriptions, etc.

At its simplest form, the hook model describes how businesses can fundamentally change behaviour within their users, and create day-to-day habits around their products. The heart of the principle is that businesses should always seek to connect a user’s problem to your solution with enough frequency to make it a habit. Through consecutive hook cycles, products reach their ultimate goal of unprompted user engagement, bringing users back repeatedly, without depending on costly advertising or aggressive messaging. In the context of commodification of games, the habit becomes a real hobby for the gamer that would voluntary invest unlimited resources (⌚ + 💸💸) and energies in gaming.

The initial hook is fundamental to build an habit, it is an ice-breaker, something that presents itself as an immediately useful and convenient achievement. It's followed by subsequent phases in a cycle:

Hookmodel.png
1. Trigger

it can be external like a notification or internal like an association made in the user's memory (like emotions) and it reminds or suggests you to do something.

2. Action

is the simplest behaviour provoked by the trigger in anticipation of a reward, or in other words the simplest action that a person can do towards the satisfaction of a little desire.

3. Variable reward

a little extra item, often from a lottery or randomly generated, that rewards the action and boosters motivation.

4. Investment

This the phase in which users are asked to do a bit of work, which turns out in the end to be unpaid labour. Investments are about the anticipation of longer-tern rewards, not immediate gratification. The more users invest time and effort into a product or service, the more they value it.

Labour

Labour means physical or mental effort or in other words: Work.

Mentioned in: "Well played" by Vicky Osterweil

work-and-labour

Mainstream

The mainstream is the prevalent current thought that is widespread. It includes all popular culture and media culture, typically disseminated by mass media. This word is sometimes used in a pejorative sense by subcultures who view ostensibly mainstream culture as not only exclusive but artistically and aesthetically inferior. It is to be distinguished from subcultures and countercultures, and at the opposite extreme are cult followings and fringe theories. The labels "mainstream media" and "mass media" are generally applied to print publications (such as newspapers and magazines), radio formats, and television stations that contain the highest audience or have the broadest appeal. [Wiki]

Mentioned in: "Well played" by Vicky Osterweil

In context: Everything that is seen as normal, that is familiar to the masses and available to the general public is mainstream. An example for mainstream cinema are Hollywood movies.

In a sentence: Media, people, activities, products and ideas that are part of the mainstream are regarded as the most typical, normal, and conventional because they belong to the same group or system as most others of their kind.

Monetization

Definition
noun
Monetization (also spelled monetisation) is, broadly speaking, the process of converting something into money. Gaming monetization / video games monetization is the type of process that a video game publisher can use to generate revenue from a video game product. The methods of monetization may vary between games, especially when they come from different genres or platforms, but they all serve the same purpose to return money to the game developers, copyright owners, and other stakeholders. As the monetization methods continue to diversify, they also affect the game design in a way that sometimes leads to criticism.
Who said it
Creator Matt Mihaly sought other ways to earn revenue, and after offering a few high-quality in-game items for real-world money at an auction, realized a way to make additional revenue. Mihaly programmed into Achaea what is believed to be the first microtransaction, "dual currency" system, where two pools of in-game currency are available, those that are earned in-game, and those that are converted from real-world purchases into the premium currency, which was the only currency that could be used to purchase "virtual goods" in the game.
In the first decade of the century, the game monetization was affected by the booming of the e-commerce, as well as hardware, software and other information technology developments. All kinds of online games and multiplayer games were connected through the faster Internet. The craze of MMORPG by made the subscription model a profitable way to support the game developers. Many browser games became free to play in order to attract more visits. At the early age of smartphones, mobile games were paid to download because there was usually no interface for a smartphone to install a physical copy.
Period: 1997+, boom in 2000s
In context
"Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’)... The analysis revealed that some in-game purchasing systems could be characterized as unfair or exploitative. These systems describe tactics that capitalize on informational advantages (e.g., behavioral tracking) and data manipulation (e.g., price manipulation) to optimize offers to incentivize continuous spending, while offering limited or no guarantees or protections (e.g., refund entitlement), with the potential to exploit vulnerable players (e.g., adolescents, problematic gamers). These findings are critically discussed in relation to behavioral economics, addiction psychology, and the clinical conceptualization of gaming disorder. Appropriate policy and consumer protection measures, psychologically informed interventions, and ethical game design guidelines are needed in order to protect the interests and wellbeing of consumers." - Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective, Daniel L. Kinga,b, Paul H. Delfabbroa, Sally M. Gainsburyc, Michael Dreierd, Nancy Greere, Joël Billieuxf
See also: microtransaction / free-to-play / loot box

PAP

Definition If you describe something such as information, writing, or entertainment as pap, you mean that you consider it to be of no worth, value, or serious interest. (a)Bland soft or semi-liquid food such as that suitable for babies or invalids. ("a trayful of tasteless pap"). (b)Worthless or trivial reading matter or entertainment. ("limitless channels serving up an undemanding diet of pap"). (c)Pap culture is in a certain way trash culture, the sewer of popular culture, yet, the most consumed and produced. (d)Scottish and Northern England dialect. a nipple or teat.

Who said it Mentioned in [Cultural Resistance Reader, Stephen Duncombe] STUART HALL,"NOTES ON DECONSTRUCTING 'THE POPULAR"', "Yesterday's rebellious subculture is today's commercial pap and today's pap can become the basis for tomorrow's culture of resistance (cf. Cowley,Frank, and Hebdige)."

52312590_1287091904781371_8589382704870062727_n-199000118.jpg

See also Counterculture

Productive

Definition
adjective

  1. popular meaning: profitable, economic, efficient (economic sense), producing or able to produce large amounts of goods, crops, or other commodities
  2. alternative (subversive?) interpretation: fruitful, rich, inspiring, creative; bringing positive emotions/effects on a personal human level (buildings communities, finding allies, embracing radical friendships, creating safe space etc). Example: helping and supporting a friend in need is the opposite of being productive in the economic sense of the word, but it is very valuable, fruitful, enriching ans in that sense also productive on a personal level


In context

  1. You have to be more efficient to make profit.
  2. This was a very fruitful conversation! I am so inspired.


In a sentence
Question: Is it possible to embrace the alternative interpretation of the word productive?
See also: productivity / production / productive play

Productive play

Definition

  1. popular meaning: it looks and feels like playing (a game), but it's actually work. Sometimes you don't realise you are really working, sometimes you are aware of the fact that the work is "masked" as play.
  2. alternative interpretation: as a creative person, you play around with certain materials and tools to experiment and experience a productive process; the state of being inspired / playing games for meaningful social interaction with other individuals.


Who said it
Lidia :)


In context
Vicky Osterweil in "Well Played"

  • Video games are a safe, controlled space of growth, learning, and repetition: a desirable fantasy version of the fractured, precarious, ever shifting workplaces most of us find ourselves in.
  • Video games, then, are the (highly profitable) media of consolation specific to neoliberalism. They reinforce a vision of a world entirely grounded in competition, and they provide the gratification of experiencing that framework as satisfying, just — we get to win with it, we get to escape through it, we get to experience a sense of mastery even as our lives are even more shaped by larger and larger forces and increasingly unfathomable networks. (1.)
  • After-hours labour, masked with enjoyable activities that feel like leisure / also related to self-work (people trying to improve their own capital) (1.)


In a sentence
questions: – what is the difference between productive play and productive game? – how is it possible to subvert the capitalist/neoliberal mechanisms of productive play?


see also
productivity / production / productive / play / self-work / gamificaion

Productivity / Production

Definition
noun

  1. the state or quality of being productive.
  2. "the long-term productivity of land"
    • the effectiveness of productive effort, especially in industry, as measured in terms of the rate of output per unit of input.
    • "workers have boosted productivity by 30 per cent"
  1. [ecology] the rate of production of new biomass by an individual, population, or community; the fertility or capacity of a given habitat or area.


Who said it
Origin of the term - latin; established in early 17th Century; early 17th century: from French productif, -ive or late Latin productivus, from product- ‘brought forth’, from the verb producere.
Marx & Engels: Means of production: a concept that encompasses the social use and ownership of the land, labor, and capital needed to produce goods, services, and their logistical distribution and delivery. Productive forces (Marx & Engels) - In Karl Marx and Friedrich Engels' own critique of political economy, it refers to the combination of the means of labor (tools, machinery, land, infrastructure, and so on) with human labour power.
Mode of production: together with the social and technical relations of production, the productive forces constitute a historically specific mode of production.
Also can look at the term as evolving over very long period - starting from tribe culture and productivity of the small tribe society (growing crops, reproduction of the tribe ro survive …), going through medieval landlord society structure, to capitalist usage.

In context
“As bodies we are violently torn from the world’s embrace and belatedly return to it as property owners of ourselves,” Ed Cohen writes in A Body Worth Defending. Under this logic — one that sees bodies as “owned” by selves — care becomes entangled with a sense of duty to make the body endlessly productive, an investment capable of yielding returns. Each individual must be a manager of the self and an investor in the body as a capital stock.
This framework helps address the problem of meaningful work that haunted the old capitalism. Meaning is equated with maintaining the body’s productivity, as Taylor had hoped, fusing the elusive goal of self-esteem to measurable output. Only what it is measured is not work productivity directly but a more general potential capability for discipline and accomplishment, captured through the proxy of the body’s fitness." - "Selfwork", Karen Gregory; Kirsty Hendry; Jake Watts; Dave Young; February 02 __WOW__, 2017]

See also productive / productive play / base / superstructure / capitalism

Self-Work

Definition
Self-work is any action you take towards self-improvement.

Who said it
Mentioned in [ "Selfwork" by Karen Gregory; Kirsty Hendry; Jake Watts; Dave Young

In context

  • "As the factory walls of the old capitalism have dissolved into the networks and virtual spaces of the “new economy,” the distinctions between work time, work space, and domestic space have blurred. Under what sociologists Luc Boltanski and Eve Chiapello have called the “new spirit of capitalism,” technological advances in logistics have made “lean,” “just-in-time” production possible, which demands of workers more flexibility and risk management. This demand was sold to workers as an offer of more freedom and more meaningful work, performed on their own terms, addressing what Boltanski and Chiapello described as the “artistic critique” of the old capitalism, which attacked its tendency to standardize goods and human beings alike."
  • "workers are invited to seemingly measure themselves, and use the data for their own personal betterment. This calls for different form of measuring that can assess the worker’s body as valuable property."
  • "Wearable technologies bring Taylorism together with the “spirit” of new capitalism, putting them both in direct contact with our bodies. They let us measure our progress while synchronizing and standardizing our selfwork with the demands of waged labor. By using fitness-tracking apps and wearables, the quantification and efficiency fetishes of Taylorism become the logic by which we understand our body’s movement.In individualizing the act of self-care as selfwork, apps push targets, notifications, and nudges onto the user throughout the day as prompts aimed to encourage more activity and, subsequently, more data."
  • "Both artistic labor and physical exercise are heralded as ways to know oneself, and both are often reduced to matters of quantifiable information production. They both hinge on incentives that seek to extract free work under the auspices of “investing in one’s own human capital.” Accordingly, both are affected by society’s intensifying entrepreneurial rhetoric and its erosions of the boundaries around work: incentives to self-quantify couched in “do what you love” rhetoric."

See also
productive play / gamification / anxiety / Taylorism

Tempo vs. Rhythm

Definition
Tempo (noun) (plural tempos or tempi | ˈtempē | )
1. Music the speed at which a passage of music is or should be played.
2. The rate or speed of motion or activity; pace

Rhythm (noun)
1. A strong, regular, repeated pattern of movement or sound.
2. The systematic arrangement of musical sounds, principally according to duration and periodic stress.
3. A particular type of pattern formed by rhythm.

Who said it
In the context of industrialisation and principles of scientific management (Taylorism), we differentiate 'tempo' from 'rhythm' according to Simone Weil ('La condition ouvrière'; note: still looking for an english translation). In a factory, for example, the tempo is given by the mechanic of machines and timers to which workers have to adapt. As an other type of temporality, rhythm which is internal, allows one to use their own agency by adjusting efforts and developing intelligent methods of production.

"To pass from rhythm to tempo is to repress this biological temporality" (1)
"This sensitivity to rhythm is inherent to poetry. It is inherent to the metre of the verses, which bring thinking and emotion in one same movement." (2)
Taylorism aims to divide labour into fragmented repetitive tasks, thus depersonalising the work by establishing an oppressive routine (tempo) and suppressing qualified work (work requiring and expertise and therefor the worker's agency). Therefor, Taylorism dissociate the thinking process from the execution process, suppressing the individual possibility to develop method and intelligence in one's work. Workers are desensitised, and their body become tools part of a machine for the sake of efficiency and productivity.

(1)(2): See Alain Supiot' interview on Simone Weil's work

Further thoughts:
"It is never easy to demand the most from ourselves, from our lives, from our work. To encourage excellence is to go beyond the encouraged mediocrity of our society." (7)

"For within living structures defined by profit, by linear power, by institutional dehumanisation, our feelings were not meant to survive" (6)

internal–external time:
(3)"the awareness of the passing of time is internal"
"distinction between physical time and "internal consciousness of time"
"There is no single time: there is a different duration for every trajectory; and time passes at different rhythms according to place and according to speed."
(5) "electronic consciousness"
-> misalignment/asynchronous
alignment = sense of being in sync -> efficiency and productivity
machine - human time
organic/improvised/standardized/structured
rhythm of an external structure/process that an individual is a part of/tools used in the process

static–moving rhythm:
(3) "rhythm at which things occur that are stationary" vs. "rhythm at which things happen that move with you"
"the energy from one tone sets the other in motion"
(4)"over-amplified resonances that could destroy a system"
(8)"in a rowboat, one's body still feels motion, and rhythm, but not the cadence of a gait. the wave-scale motion has vast intensities...how do we normally move through the world in ways that limit or prohibit the world from entering us?"
oscillate + constant

in context
(1) (2): https://www.versobooks.com/blogs/3365-the-perspective-of-the-drowning-alain-supiot-on-simone-weil
Simone Weil (untranslated: :a condition ouvriere)
(6)Audre Lorde "Poetry is not a luxury"
"Notes on Deconstructing 'The Popular'" by Stuart Hall
(3) "The Order of Time" - Carlo Rovelli
(4) "Spectres II: Resonances" - Shelter Press
'Modern times', charlie Chaplin: https://www.youtube.com/watch?v=GLeDdzGUTq0
(5) "Stockhausen Serves Imperialism" - Cornelius Cardew
(7) Audre Lord in 'Uses of the erotic'
(8) "Rowboat Phenomenology" - Angela Sakrison

In a sentence
Tempo and rhythm can be seen as two types of temporalities: one being external, mechanical and the other one internal, sensitive.

See also

Authors

More womxn please!

Theodor W. Adorno

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Max Horkheimer

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Conrad

Friedrich Engels

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See also [3] / Karl Marx

Michel Foucault

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Fuchs

Antonio Gramsci

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Stuart Hall

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Mark Fischer

Karl Marx

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Raymond Williams

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Raymond Henry Williams (1921 – 1988) was a Welsh socialist writer, academic, novelist and critic influential within the New Left and in wider culture. His writings on politics, culture, the media and literature contributed to the Marxist critique of culture and the arts. Some 750,000 copies of his books were sold in UK editions alone,[2] and there are many translations available. His work laid foundations for the field of cultural studies and cultural materialism.

Frederick Taylor

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Frederick Winslow Taylor (1856 – 1915) was an American mechanical engineer. He was widely known for his methods to improve industrial efficiency.[1] He was one of the first management consultants.[2] In 1911, Taylor summed up his efficiency techniques in his book The Principles of Scientific Management which, in 2001, Fellows of the Academy of Management voted the most influential management book of the twentieth century.[3] His pioneering work in applying engineering principles to the work done on the factory floor was instrumental in the creation and development of the branch of engineering that is now known as industrial engineering. Taylor made his name, and was most proud of his work, in scientific management; however, he made his fortune patenting steel-process improvements. As a result, Scientific management is sometimes referred to as Taylorism.

Georges Bataille

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Georges Albert Maurice Victor Bataille 1897 – 1962 was a French philosopher and intellectual working in philosophy, literature, sociology, anthropology, consumerism, and history of art. His writing, which included essays, novels, and poetry, explored such subjects as erotism, mysticism, surrealism, and transgression. His work would prove influential on subsequent schools of philosophy and social th