Journal articles on the topic 'Chimie du sang'

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1

Nahoum-Grappe, Véronique. "Algérie : sang et brouillard." Chimères 33, no. 1 (1998): 171–79. http://dx.doi.org/10.3406/chime.1998.2222.

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2

Pardo, E. V., and A. C. Z. Amaral. "Feeding behavior of the cirratulid Cirriformia filigera (Delle Chiaje, 1825) (Annelida: Polychaeta)." Brazilian Journal of Biology 64, no. 2 (May 2004): 283–88. http://dx.doi.org/10.1590/s1519-69842004000200014.

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Observations of the feeding behavior of Cirriformia filigera (Delle Chiaje, 1825) (Annelida: Polychaeta) from the intertidal zone of São Francisco and Engenho D'água beaches (São Sebastião, State of São Paulo) were made in the laboratory. This species, like other cirratulids, is a deposit feeder, feeding mainly on sediment surface with the aid of its grooved and ciliated palps, which are used to capture food particles. The worm lies just beneath the substrate surface in a J-shaped tube. When feeding, it extends up to 4 palps over the sediment surface, capturing food particles which pass down the groove of each palp directly to the mouth. Only fine sand grains are ingested. The worm frequently extends 4 branchial filaments into the overlying water for aeration. When it moves with the prostomium sideways, it collects and transports sand grains that pass backwards along its ventral region until reaching the middle part of its body. Next, the parapodia and palps move the sand grains to the dorsal posterior end of the animal, covering this area with sand. Some sand grains are also ingested as the worm moves.
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3

Izougarhane, Mohammed, Dalale Mansouri, Hamid El Ibaoui1, Said Chakiri, and Mohamed Fadli. "Physico-Chimie Et Teneurs Metalliques Des Eaux De L’estuaire De L’oued Sebou Durant Des Annees De Dragage Du Sable/ 2007, 2014, 2015, 2016." European Scientific Journal, ESJ 12, no. 30 (October 31, 2016): 127. http://dx.doi.org/10.19044/esj.2016.v12n30p127.

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This work focuses on the physical, chemical and metal characterization of the estuary waters of Oued Sebou during a long period of sand dredging. To do this, several physicochemical parameters were evaluated during periods 2007 and 2014-2016. The results showed that this estuary has a significant degree of pollution. The source of this pollution is diverse: urban waste, industrial waste, agricultural activities. This pollution is accentuated by the action of repeated dredging that increases the turbidity and the suspended solids content which covers the seabed during immersions that are covering the sediment and disturbs the physicochemical equilibrium of the estuary. So, indirectly this operation of dredging influences the parameters that are related to the amount and quality of materials suspended such as the dissolved oxygen content and orthophosphates and the brightness level in the water and over up the sediment.Indeed, for the majority of the physicochemical parameters assessed, the water of the estuary was belonging to a middle class, poor class or very poor class. Thus, the operation of dredging should consider the ecological balance of the coastal zone. Note also that the contents of assessed heavy metals are not worrisome. However, their risks might be amplified by the dredging operations.
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Gayoso, Jorge, Mauricio Acuña, and Roberto Muñoz. "Gestión sustentable de ecosistemas forestales: Caso predio San Pablo de Tregua, Chile." Bosque 22, no. 1 (2001): 75–84. http://dx.doi.org/10.4206/bosque.2001.v22n1-08.

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Palacios-Bayas, Angel Ramiro, Victor Alejandro Bosquez-Barcenes, José Miguel Palacios-Bayas, and Luis Alfredo Camacho-Castillo. "AUDITORÍA DE SEGURIDAD INFORMÁTICA A LA DIRECCION DISTRITAL 02D03 CHIMBO-SAN MIGUEL-EDUCACIÓN, APLICANDO COBIT 5." Revista de Investigación Talentos 6, no. 2 (December 24, 2019): 1–11. http://dx.doi.org/10.33789/talentos.6.2.103.

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6

Huaiquian-Silva, Julia Cristobalina, Jose Siles-González, and Ana Luisa Velandia-Mora. "The Hospitaller Order of Saint John of God in Colonial Chile." Aquichan 13, no. 2 (August 1, 2013): 290–300. http://dx.doi.org/10.5294/aqui.2013.13.2.14.

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Objetivo: describir las prácticas de enfermería en Chile durante la época colonial, prestando especial atención a la influencia de Españaen dicho proceso. Método: investigación cualitativa de abordaje socio-histórico; las fuentes primarias corresponden a textos históricosde Chile recuperados en la Biblioteca Virtual Memoria Chilena, y a 34 documentos recopilados en el Archivo Museo San Juan de Dios, Casa de los Pisa, en Granada, España, titulados “Listado de los hermanos de San Juan de Dios que vivían en Chile (207 años) y un índice de documentos inéditos copiados de los archivos histórico nacional y del antiguo hospital, por Faustino Calvo”. La recolección de la información se efectuó con ficha documental confeccionada por la investigadora, complementada con fotografías. El análisis de los datos se realizó a través de análisis de contenido. Resultados: la Orden de San Juan de Dios llegó a Chile en el año 1617 a los hospitales de Santiago y Concepción y se expandió a las ciudades de La Serena, Valparaíso, San Juan de la Frontera, Talca, Chillan, Concepción y Valdivia. Por más de doscientos años la Orden permaneció en Chile brindando asistencia hospitalaria y de enfermería a través de los cuidados religiosos.Conclusión: con la llegada de la Orden al país mejoró indiscutiblemente la organización de los cuidados de salud al interior de los hospitales,que a partir de esa fecha se administraron de forma organizada, con altos estándares de higiene y limpieza, vigilando sigilosamentela alimentación de sus pacientes y con una gran preocupación por brindar asistencia espiritual a quienes necesitasen de sus servicios
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7

Syafiya, Auladina, and Suwarno Hadisusanto. "KOMUNITAS MAKROZOOBENTOS DI KAWASAN PENAMBANGAN PASIR DI SUNGAI PROGO (Macrozoobenthos Community in Sand Mining Area of Progo River)." Jurnal Manusia dan Lingkungan 26, no. 2 (October 8, 2020): 52. http://dx.doi.org/10.22146/jml.40255.

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AbstrakSungai memiliki peranan penting bagi manusia dan makhluk hidup lainnya, di antaranya adalah sebagai habitat bagi komunitas makrozoobentos dan pemanfaatan material berupa pasir dan batu sebagai bahan bangunan. Sungai Progo merupakan salah satu sungai yang hampir di sepanjang sungainya terdapat aktivitas penambangan pasir. Jika aktivitas ini dilakukan terus menerus dalam jumlah banyak dan tanpa pengawasan yang baik dapat menyebabkan terjadinya erosi dan degradasi serta sedimentasi pada bagian-bagian tertentu sungai. Maka dari itu dilakukan penelitian ini untuk mempelajari pengaruh aktivitas penambangan pasir terhadap distribusi dan kemelimpahan komunitas makrozoobentos di Sungai Progo, serta Functional Feeding Group (FFG) yang paling melimpah dan parameter fisiko-kimia yang memengaruhinya. Penelitian ini dilakukan dalam tiga tahap, yaitu mencuplik dan preparasi sampel makrozoobentos, identifikasi sampel, dan pengukuran parameter fisiko-kimia. Aktivitas penambangan pasir di Sungai Progo berpengaruh secara tidak langsung terhadap makrozoobentos, yaitu dengan menyebabkan adanya erosi dan degradasi di kawasan penambangan pasir serta sedimentasi di bagian hilir. FFG makrozoobentos di Sungai Progo yang paling melimpah adalah tipe scraper dan collector. Berdasarkan analisis regresi dan korelasi Pearson didapatkan hasil bahwa fosfat berkorelasi positif terhadap densitas makrozoobentos di bagian hulu Sungai Progo, intensitas cahaya berkorelasi positif terhadap densitas makrozoobentos di bagian tengah Sungai Progo, dan kecepatan arus berkorelasi positif terhadap densitas makrozoobentos di bagian hilir Sungai Progo. AbstractRiver has an important role for human and other organisms, among them are as habitat of macrozoobenthos community and the utilization of the material, such as river sand and gravel for building material. Progo River is one of rivers which have sand mining activities almost all along the river. If this activity being done continuously, in a big amount and without a good supervision, it could lead to erosion, degradation and sedimentation in some specific parts. Therefore, this research has an aim to study the effects of sand mining activity towards the distribution and the abundance of macrozoobenthos community in Progo River, and also to study which Functional Feeding Group (FFG) is the most abundant and the physic-chimic parameter that affecting them. This research was conducted in three steps, sampling and preparation of macrozoobenthos’s sample, sample’s identification, and the measurement physicochemical parameter. Sand mining activity in Progo River effect indirectly towards macrozoobenthos by causing erosion and degradation in sand mining area as well as sedimentation in downstream. The most abundant FFG of macrozobenthos in sand mining area of Progo River are scraper and collector. Based on regression and Pearson correlation analysis the results show that phosphate correlated positively against the density of macrozoobenthos in the headwaters of Progo River, light intensity correlated positively against the density of macrozoobenthos in the midstream of the Progo River, and current velocity correlated positively against the density of macrozoobenthos in the downstream of the Progo River.
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8

Timio, Mario. "Nefrologia clinica: dalla stretta di mano all'EBM attraverso la bioetica." Giornale di Clinica Nefrologica e Dialisi 26, no. 3 (September 30, 2014): 278–80. http://dx.doi.org/10.33393/gcnd.2014.920.

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La stretta di mano è un gesto essenziale nell'approccio al binomio medico-malato. Sociologi, psicologi medici e bioeticisti ne sottolineano l'importanza nella gestione iniziale della malattia: piccolo gesto per il medico, grande per il malato. Apparentemente controcorrente in un mondo in cui tutto è fast, la stretta di mano viene considerata la chiave giusta per aprire la porta della bioetica in medicina coniugata alla comunicazione medico-malato. Come testimonianza viene riportata la storia clinica di tre pazienti con problemi nefrologici, che fanno emergere la valenza della bioetica nella loro risoluzione ed il significato umano della sua assenza. Viene sottolineato il valore della comunicazione, come il disvalore del silenzio e del non-ascolto nel rapporto medico-paziente. Il non-ascolto mina dalle fondamenta la comunicazione tra uomini sani e malati. Al contrario l'ascolto del dializzato è il presupposto di un vero dialogo, di ogni piena comunicazione. Sono presentate le categorie della medicina narrativa ed il loro utilizzo nella bioetica nefrologica. (Bioethics)
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Poli, Daniela, and Elisa Butelli. "Una nuova ruralità periurbana nel cuore della città metropolitana: un parco agricolo multifunzionale in Riva sinistra d'Arno." CRIOS, no. 22 (March 2022): 30–43. http://dx.doi.org/10.3280/crios2021-022004.

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La globalizzazione e l'industrializzazione dell'agricoltura, accompagnate dall'urbanizzazione imponente delle aree metropolitane, hanno reso i contesti di vita sempre più fragili. La pandemia attuale non è che l'esito potente di un modello urbano insostenibile. Uno dei nessi più critici è quello del metabolismo del cibo, retto da reti lunghe legate alla grande distribuzione. Le forme di pianificazione resiliente del XXI secolo dovranno prevedere modalità capaci di reintrodurre il tema della produzione alimentare sana e di prossimità nelle proprie strategie e azioni. L'articolo illustra il progetto "Coltivare con l'Arno. Parco agricolo perifluviale" nei Comuni di Firenze, Scandicci e Lastra a Signa. Tramite un intenso processo partecipativo il progetto ha delineato i contorni di un parco agricolo multifunzionale, per dare risposta al bisogno di prossimità di una nuova ruralità periurbana, contribuendo a tempo stesso a individuare modalità di risoluzione delle criticità di un contesto fortemente urbanizzato. Parole chiave: bioregione urbana, ruralizzazione, parco agricolo, periurbano, prossimità, partecipazione.
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10

Schlüter, Jochen, Karl-Heinz Klaska, Karen Friese, Gunadi Adiwidjaja, and Georg Gebhard. "Gordaite, NaZn4 (SO4) (OH)6Cl · 6H2O, a new mineral from the San Francisco Mine, Antofagasta, Chile." Neues Jahrbuch für Mineralogie - Monatshefte 1997, no. 4 (June 6, 1997): 155–62. http://dx.doi.org/10.1127/njmm/1997/1997/155.

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11

Somaschini, Alessandra. "A Mediterranean Fine-sand Polychaete Community and the Effect of the Tube-dwellingOwenia fusiformis DELLE CHIAJE on Community Structure." Internationale Revue der gesamten Hydrobiologie und Hydrographie 78, no. 2 (1993): 219–33. http://dx.doi.org/10.1002/iroh.19930780206.

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12

Román de la Fuente, Tomás. "Revisión bibliográfica del orden Ephemeroptera (Insecta) para Chile y primeros registros de efímeras en las provincias del Tamarugal (Región de Tarapacá), San Antonio y San Felipe de Aconcagua (Región de Valparaíso)." REVISTA CHILENA DE ENTOMOLOGÍA 48, no. 1 (January 31, 2022): 15–46. http://dx.doi.org/10.35249/rche.48.1.22.02.

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Se revisa la bibliografía existente sobre las especies de Ephemeroptera que habitan en Chile. El listado da a conocer 47 especies, siendo un 13% endémicas del país, 66% compartidas sólo con Argentina y 21% posee una distribución más amplia. Se actualiza la distribución de las especies chilenas con respecto al último catálogo de los efemerópteros de Chile de 2006, y se adecuan las localidades a las regiones administrativas creadas con posteriodidad a dicho estudio (Arica y Parinacota, Los Ríos y Ñuble), en base a referencias bibliográficas, comentarios de este estudio y registros presentes en la plataforma iNaturalist; además, se registran por primera vez efímeras en las provincias del Tamarugal (Región de Tarapacá), San Antonio y San Felipe de Aconcagua (Región de Valparaíso).
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Cabrera Palacios, Daniela, and Carolina Espinoza Astudillo. "Amenaza de Parto Pretérmino en la Fundación Humanitaria “Pablo Jaramillo” (Cuenca, Ecuador) y el Hospital “San Juan de Dios” (Cauquenes, Chile)." Revista Médica del Hospital José Carrasco Arteaga 6, no. 2 (September 15, 2014): 149–51. http://dx.doi.org/10.14410/2014.6.2.ao.010.

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14

Tesser Obregón, Claudio Ernesto Esteban. "El agua y los territorios hídricos en la Región Metropolitana de Santiago de Chile. Casos de estudio: Tiltil, Valle de Mallarauco y San Pedro de Melipilla." Estudios Geográficos 74, no. 274 (June 30, 2013): 255–85. http://dx.doi.org/10.3989/estgeogr.201309.

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Musio, Alessio. "Il capitale in-umano. La bioetica di fronte al “lavoro clinico” / The in-human capital. Bioethics in front of "clinical work"." Medicina e Morale 65, no. 3 (September 21, 2016): 293–314. http://dx.doi.org/10.4081/mem.2016.437.

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Dalla nascita della bioetica si è consolidata una situazione inedita, che emerge talvolta confusamente nel lemma “bioeconomia”, in cui i corpi umani sono iscritti tanto nella ricerca tecno-scientifica quanto nei processi del lavoro. Nella sperimentazione farmacologica su soggetti sani e nell’ambito delle tecnologie riproduttive, infatti, è sorta una nuova forma di manodopera definita ormai “lavoro clinico”. Emblematico è il caso della Fivet, il cui sviluppo ha reso possibile separare la figura della donna fornitrice di gameti da quella in cui avverrà la gestazione e il parto, dando così luogo a due differenti mercati – degli ovociti e della maternità surrogata – segnati da forme di discriminazione sociali e razziali. Eppure, in gioco non è solo la contrapposizione tra solidarietà (dono) e profitto (sfruttamento). Il “lavoro clinico”, infatti, deriva sul piano teorico dall’elaborazione di quegli economisti che hanno valorizzato la nozione di capitale umano cercando simultaneamente di «trasformare le più intime funzioni corporee in beni e servizi commerciali». Così, mentre da più parti si guarda alla nozione di capitale umano come alla soluzione dei problemi, non ci si accorge di come essa istituisca un’etica che riscrive interamente il modo di intendere il rapporto tra salute, malattia e disabilità nell’ottica dell’imprenditoria di sé. Il tentativo di questo contributo, allora, è di indagare in chiave bioetica la letteratura neoliberale sul capitale umano, per evitare che sia questa a tracciare i criteri bioetici dell’epoca biotecnica a venire. ---------- Since the birth of bioethics a new situation has been consolidated, it emerges sometimes confusedly in the lemma of “bioeconomy”, in which human bodies are registered as much in techno-scientific research as in labor processes. In fact, in pharmacological trials in healthy subjects and in the field of reproductive technology, a new kind of manpower has arisen, now defined as “clinical labor”. An emblematic case is IVF, its development has made it possible to separate the figure of the woman supplier of the gametes from that of the woman carrying out gestation and birth, thereby giving rise to two different markets – one for oocytes and the other for surrogacy – tainted by forms of social and racial discrimination. However, the contrast between solidarity (gift) and profit (exploitation) is not the only thing at stake. Clinical labor, in fact, derives in theoretical terms from the analyses of those economists who have enhanced the notion of human capital trying simultaneously to transform the most intimate bodily functions into “commercial goods and services”. So while from many quarters the notion of human capital is looked on as the solution to problems, there is inadvertence as to how it institutes an ethics that completely rewrites the way of conceiving the relationship between health, illness and disability within the perspective of the enterprising self. This paper, therefore, endeavours to investigate from a bioethical standpoint the neoliberal literature on human capital, in order to avert its tracing the bioethical criteria of the biotechnical age to come.
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"Zusatzmittel im Betonbau." CHIMIA 52, no. 5 (May 27, 1998): 202. http://dx.doi.org/10.2533/chimia.1998.202.

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Concrete is traditionally composed of water, cement and aggregates (sand, gravel). Through the variation of type and amount of these three components, many different types of concrete can be produced. By the addition of chemical admixtures, the field of concrete application has been extended during the last decades. In this paper, admixtures like superplasticizers, air-entraining agents, accelerators, retarders are beyond the scope. In the field of concrete technology, it is the aim to predict more precisely how admixtures work. New knowledge in the field of superplasticizers is presented. The influence of electrostatic and steric repulsive force on the dispersion of cement particels is shown. Beside the technical aspects, environmental concerns arose due to the increasing use of admixtures. Many questions may be answered today and show the environmental benefit due to the use of admixtures, but some are still open.
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"Zusatzmittel im Betonbau." CHIMIA 52, no. 5 (May 27, 1998): 202. http://dx.doi.org/10.2533/chimia.1998.202.

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Concrete is traditionally composed of water, cement and aggregates (sand, gravel). Through the variation of type and amount of these three components, many different types of concrete can be produced. By the addition of chemical admixtures, the field of concrete application has been extended during the last decades. In this paper, admixtures like superplasticizers, air-entraining agents, accelerators, retarders are beyond the scope. In the field of concrete technology, it is the aim to predict more precisely how admixtures work. New knowledge in the field of superplasticizers is presented. The influence of electrostatic and steric repulsive force on the dispersion of cement particels is shown. Beside the technical aspects, environmental concerns arose due to the increasing use of admixtures. Many questions may be answered today and show the environmental benefit due to the use of admixtures, but some are still open.
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18

Drerup, Christian, Andy Jackson, Chris Rickard, Mark Skea, and Gavan M. Cooke. "Field observations on the behavioural ecology of the stout bobtail squid Rossia macrosoma (Cephalopoda: Sepiolidae) from Scottish waters." Marine Biodiversity 51, no. 4 (June 21, 2021). http://dx.doi.org/10.1007/s12526-021-01202-y.

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AbstractBobtail squids (Cephalopoda: Sepiolidae) are emerging model organisms for a wide range of genetic, anatomical, neurophysiological and behavioural studies. However, the knowledge about their behavioural ecology is scarce and derives mainly from laboratory-based studies, whereas observations from the wild are rare. Here, we use photo and video footage collected through the Cephalopod Citizen Science Project to describe the hunting, burying, mating and spawning behaviour of the stout bobtail squid Rossia macrosoma (Delle Chiaje, 1830) from Scottish waters. Based on our long-term observations, we were able to determine a spawning period from August to November based on different behavioural traits for this species. Furthermore, we observed R. macrosoma to be able to adhere a sand grain layer (‘sand coat’) to its dorsal mantle. This behavioural feature has only been reported for two genera of the sepiolid subfamily Sepiolinae so far, and therefore represents the first of this kind for the subfamily Rossiinae. Lastly, we identified a local sea urchin species as an active predator of egg batches of R. macrosoma and discussed the cryptic egg laying behaviour of this bobtail squid species in terms of its protective traits to avoid egg predation.
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"INTERACCIÓN CON EL ENTORNO NATURAL PARA EL DESARROLLO DE LA INTELIGENCIA NATURALISTA DE NIÑOS Y NIÑAS DE LOS CENTRO DE DESARROLLO INTEGRAL DEL CANTÓN SAN JOSÉ DE CHIMBO, PROVINCIA BOLÍVAR, AÑO LECTIVO 2018 – 2019." Revista de Investigación Enlace Universitario 18, no. 1 (December 15, 2019): 98–115. http://dx.doi.org/10.33789/enlace.18.50.

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Bromberger, Christian. "Méditerranée." Anthropen, 2019. http://dx.doi.org/10.17184/eac.anthropen.106.

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Alors que l’américanisme, l’africanisme, l’européanisme, l’indianisme… sont reconnus, certifiés par des musées ou des sections de musée, des départements universitaires, des chapitres de manuels depuis les origines, l’anthropologie de la Méditerranée est une spécialité récente, prenant corps, sous l’égide des universités britanniques, dans les années 1950. Ce retard est dû, au moins en partie, à l’hétérogénéité du monde méditerranéen partagé entre les façades méridionale et orientale de la mer, qui relèvent, à première vue, de l’étude du monde arabo-musulman, et la façade septentrionale ressortissant de prime abord de l’ethnologie européenne. Le scepticisme, récusant la pertinence d’une anthropologie de la Méditerranée, peut encore trouver des arguments dans l’histoire des civilisations ou dans l’actualité. Contrairement à d’autres régions du monde, l’aire iranienne voisine par exemple, le monde méditerranéen ne forme une unité ni par ses langues ni par ses traditions religieuses. Faut-il rappeler que seul l’Empire romain l’a unifié pendant plusieurs siècles autour du « mare nostrum » en favorisant l’épanouissement d’une culture gréco-latine à vocation universelle et en développant tout autour de la mer des institutions politiques sur le modèle de Rome ? Puis l’histoire de la Méditerranée fut faite de partages, de schismes, de croisades, de guerres entre empires, de conquêtes coloniales qui aboutirent, au terme de péripéties violentes, à la situation contemporaine où coexistent trois ensembles eux-mêmes fractionnés : une Méditerranée latine, catholique, largement laïcisée , partie intégrante de l’Europe occidentale, une Méditerranée balkanique orthodoxe avec ses poches islamiques, une Méditerranée arabo-musulmane. En dépit de ces fractures, des hommes de lettres campèrent, dans les années 1930, une Méditerranée des échanges et de la convivenza, à laquelle donnent crédit des lieux et des épisodes remarquables de l’histoire (l’Andalousie au temps du califat omeyade, la Sicile de Frédéric II, des villes cosmopolites de la fin du XIXème siècle et du début du XXème siècle : Istanbul, Smyrne, Salonique, Beyrouth, Alexandrie, Alger, Tanger, Trieste, Marseille, etc.). Des revues (à Marseille, les Cahiers du sud de Jean Ballard, à Tunis Les Cahiers de la Barbarie d’Armand Guibert et Jean Amrouche , à Alger Rivages d’Edmond Charlot et Albert Camus, à Rabat Aguedal d’Henri Bosco) exaltèrent cette « fraternité méditerranéenne » tout autant imaginaire que réelle. Gabriel Audisio fut le chantre le plus exalté de cette commune « patrie méditerranéenne »: « Non, écrit-il, la Méditerranée n’a jamais séparé ses riverains. Même les grandes divisions de la Foi, et ce conflit spirituel de l’Orient et de l’Occident, la mer ne les a pas exaltés, au contraire adoucis en les réunissant au sommet sensible d’un flot de sagesse, au point suprême de l’équilibre ». Et à l’image d’une Méditerranée romaine (il veut « remettre Rome ‘à sa place’ ») il oppose celle d’une « synthèse méditerranéenne » : « À cette latinité racornie, j’oppose tout ce qui a fait la civilisation méditerranéenne : la Grèce, l’Égypte, Judas, Carthage, le Christ, l’Islam ». Cette Méditerranée qui « vous mélange tout ça sans aucune espèce de pudeur », dit-il encore, « se veut universelle ». Avant qu’un projet collectif d’anthropologie n’émerge, des ancêtres de la discipline, des géographes, des historiens, avaient apporté une contribution importante à la connaissance du monde méditerranéen. Maine, Robertson Smith, Frazer, etc. étaient classicistes ou historiens du droit et se référaient souvent aux sociétés antiques de la Méditerranée pour analyser coutumes et croyances ou encore les différentes formes d’organisation sociale (la tribu, la cité, etc.) et leur évolution. Plus tard, dans les premières décennies du XXème siècle, de remarquables études monographiques ou thématiques furent réalisées sur les différentes rives de la Méditerranée , telles celles de Maunier (1927) sur les échanges rituels en Afrique du nord, de Montagne (1930) sur les Berbères du sud Marocain, de Boucheman (1937) sur une petite cité caravanière de Syrie…Géographes et historiens, plus préoccupés par l’ancrage matériel des sociétés que par leur structure ou leurs valeurs, publièrent aussi des travaux importants, synthétiques ceux-ci, sur le monde méditerranéen ; ainsi Charles Parain, dans La Méditerranée, les hommes et les travaux (1936), campe une Méditerranée des infrastructures, celle qui prévaudra jusques et y compris dans les 320 premières pages de la thèse de Fernand Braudel (1949), celle des « ressources naturelles, des champs et des villages, de la variété des régimes de propriété, de la vie maritime, de la vie pastorale et de la vie agricole, des métiers et des techniques ». L’acte fondateur de l’anthropologie de la Méditerranée fut un colloque organisé en 1959 par Julian Pitt-Rivers, Jean Peristiany et Julio Caro Baroja, qui réunit, entre autres, Ernest Gellner, qui avait mené des travaux sur le Haut-Atlas, Pierre Bourdieu, alors spécialiste de la Kabylie, John K. Campbell, auteur de recherches sur les Saracatsans du nord de la Grèce. Cette rencontre, et celle qui suivit, en 1961, à Athènes donnèrent lieu à la publication de deux recueils fondamentaux (Pitt-Rivers, 1963, Peristiany, 1965), campant les principaux registres thématiques d’une anthropologie comparée des sociétés méditerranéennes (l’honneur, la honte, le clientélisme, le familialisme, la parenté spirituelle, etc.) et véritables coups d’envoi à des recherches monographiques s’inscrivant désormais dans des cadres conceptuels fortement charpentés. Les décennies 1960, 1970 et 1980 furent celles d’une croissance rapide et d’un épanouissement de l’anthropologie de la Méditerranée. Le monde méditerranéen est alors saisi à travers des valeurs communes : outre l’honneur et la honte, attachés au sang et au nom (Pitt-Rivers, 1977, Gilmore, 1987), la virilité qui combine puissance sexuelle, capacité à défendre les siens et une parole politique ferme qui ne transige pas et ne supporte pas les petits arrangements, l’hospitalité ostentatoire. C’est aussi un univers où domine une vision endogamique du monde, où l’on prise le mariage dans un degré rapproché, mieux la « république des cousins », où se marient préférentiellement le fils et la fille de deux frères, une formule surtout ancrée sur la rive sud et dans l’Antiquité pré-chrétienne, ; Jocaste ne dit-elle pas à Polynice : « Un conjoint pris au-dehors porte malheur » ? Ce à quoi Ibn Khaldoun fait écho : « La noblesse, l’honneur ne peuvent résulter que de l’absence de mélange », écrivait-il. Aux « républiques des beaux-frères », caractéristiques des sociétés primitives exogames étudiées par Claude Lévi-Strauss s’opposent ainsi les « républiques méditerranéennes des cousins », prohibant l'échange et ancrées dans l'endogamie patrilinéaire. Alors que dans les premières, « une solidarité usuelle unit le garçon avec les frères et les cousins de sa femme et avec les maris de ses sœurs », dans les secondes « les hommes (...) considèrent leurs devoirs de solidarité avec tous leurs parents en ligne paternelle comme plus importants que leurs autres obligations, - y compris, bien souvent, leurs obligations civiques et patriotiques ». Règne ainsi, dans le monde méditerranéen traditionnel, la prédilection pour le « vivre entre soi » auquel s’ajoute une ségrégation marquée entre les sexes, « un certain idéal de brutalité virile, dont le complément est une dramatisation de la vertu féminine », poursuit Germaine Tillion (1966). La Méditerranée, c’est aussi un monde de structures clientélaires, avec ses patrons et ses obligés, dans de vieilles sociétés étatiques où des relais s’imposent, à tous les sens du terme, entre le peuple et les pouvoirs; parallèlement, dans l’univers sacré, les intermédiaires, les saints, ne manquent pas entre les fidèles et la divinité ; ils sont nombreux, y compris en islam où leur culte est controversé. La violence avec ses pratiques vindicatoires (vendetta corse, disamistade sarde, gjak albanais, rekba kabyle…) fait aussi partie du hit-parade anthropologique des caractéristiques méditerranéennes et les auteurs analysent les moyens mis en œuvre pour sortir de ces conflits (Black-Michaud, 1975). Enfin, comment ne pas évoquer une communauté de comportements religieux, en particulier les lamentations funèbres, les dévotions dolorisantes autour des martyrs ? L’« inflation apologétique du martyre » est ainsi un trait commun au christianisme et à l’islam chiite pratiqué au Liban. La commémoration des martyrs fondateurs, dans le christianisme comme en islam chiite, donne lieu à des rituels d’affliction de part et d’autre de la Méditerranée. C’est en terre chrétienne la semaine sainte, avec ses spectaculaires processions de pénitents en Andalousie, ou, en Calabre, ces cérémonies où les hommes se flagellent les mollets et les cuisses jusqu’au sang. Au Liban les fidèles pratiquent, lors des processions et des prônes qui évoquent les tragiques événements fondateurs, des rituels dolorisants : ils se flagellent avec des chaînes, se frappent la poitrine avec les paumes des mains, voire se lacèrent le cuir chevelu avec un sabre. Dans le monde chrétien comme en islam chiite, des pièces de théâtre (mystères du Moyen Âge, ta’zie) ont été composées pour représenter le martyre du sauveur. Rituels chiites et chrétiens présentent donc un air de famille (Bromberger, 1979). Cette sensibilité au martyre dans les traditions religieuses méditerranéennes est à l’arrière-plan des manifestations laïques qui célèbrent les héros locaux ou nationaux tombés pour la juste cause. C’est le cas en Algérie. Toutes ces remarques peuvent paraître bien réductrices et caricaturales, éloignées des formes de la vie moderne et de la mondialisation qui l’enserre. Ne s’agit-il pas d’une Méditerranée perdue ? Les auteurs cependant nuancent leurs analyses et les insèrent dans le contexte spécifique où elles prennent sens. Dans leur généralité, elles offrent, malgré tout, une base de départ, un cadre comparatif et évolutif. Après une période faste, couronnée par un ouvrage de synthèse récapitulant les acquis (Davis, 1977), vint le temps des remises en cause. Plusieurs anthropologues (dont Michael Herzfeld, 1980, Josep Llobera,1986, Joao de Pina-Cabral,1989…) critiquèrent de façon radicale l'érection de la Méditerranée en « regional category » en fustigeant le caractère artificiel de l'objet, créé, selon eux, pour objectiver la distance nécessaire à l'exercice légitime de la discipline et qui s'abriterait derrière quelques thèmes fédérateurs fortement stéréotypés. À ces critiques virulentes venues des centres européens ou américains de l’anthropologie, se sont jointes celles d'ethnologues originaires des régions méditerranéennes, pour qui la référence à la Méditerranée est imaginaire et suspecte, et dont les travaux sont ignorés ou regardés de haut par les chercheurs formés à l’école britannique. Ce sentiment négatif a été d’autant plus accusé sur les rives méridionale et orientale de la Méditerranée que la mer qui, à différentes périodes, reliait est devenue un fossé aussi bien sur le plan économique que politique. Diverses initiatives et prises de position scientifiques ont donné un nouvel élan, dans les années 1990-2000, à l’anthropologie de la Méditerranée. Colloques et ouvrages (par exemple Albera, Blok, Bromberger, 2001) rendent compte de cette nouvelle conjoncture. On se garde désormais plus qu’avant de considérer le monde méditerranéen comme une aire culturelle qui présenterait, à travers le temps et l’espace, des caractéristiques communes stables. Au plus parlera-t-on d’un « air de famille » entre les sociétés riveraines de la mer en raison de contextes écologiques similaires, d’une histoire partagée, de la reconnaissance d’un seul et même Dieu. Cette perspective mesurée rejoint le point de vue de Horden et Purcell (2000), auteurs d’un ouvrage important tirant un bilan critique de l’histoire du monde méditerranéen. Pour eux, qui combinent points de vue interactionniste et écologique, la Méditerranée se définit par la mise en relation par la mer de territoires extrêmement fragmentés, par une « connectivity » facilitée par les Empires. Le titre énigmatique de leur livre, The Corruptive Sea, « La Mer corruptrice », prend dès lors tout son sens. Parce qu’elle met en relation, cette mer serait une menace pour le bon ordre social et pour la paix dans les familles. Cette proximité entre sociétés différentes qui se connaissent fait que le monde méditerranéen s’offre comme un terrain idéal au comparatisme « à bonne distance ». C’est sous le sceau de ce comparatisme raisonné que s’inscrivent désormais les travaux les plus convaincants, qu’ils se réclament explicitement ou non de l’anthropologie de la Méditerranée (voir sur la nourriture Fabre-Vassas, 1994, sur la parenté Bonte éd., 1994 , sur la sainteté Kerrou éd., 1998 et les traditions religieuses, sur les migrations et les réseaux Cesari, éd., 2002, sur le cosmopolitisme Driessen, 2005) Tantôt les recherches soulignent les proximités (Albera, 2005, 2009, Dakhlia, 2008, Dakhlia et Kaiser, 2011), tantôt elles les relativisent (Fernandez Morera, 2016, Bromberger, 2018), tantôt elles insistent sur les aspects conflictuels (Chaslin, 1997). Une autre voie est de considérer le monde méditerranéen, non pas comme un ensemble fait de similarités et de proximités mais comme un espace fait de différences qui forment système. Et ce sont ces différences complémentaires, s’inscrivant dans un champ réciproque, qui permettent de parler d’un système méditerranéen. Chacun se définit, ici peut-être plus qu’ailleurs, dans un jeu de miroirs (de coutumes, de comportements, d’affiliations) avec son voisin. Les comportements alimentaires, les normes régissant l’apparence vestimentaire et pileuse, le statut des images… opposent ainsi des populations revendiquant un même Dieu (Bromberger, 2018).
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21

Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

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Abstract:
The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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