View of Batavia with the mountain range of the Salak, Pangerango and Gede. 1640-76 by Hendrick Dubbels Oil on canvas, 1640 Rijksmuseum, Amsterdam, The Netherlands
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View of Batavia with the mountain range of the Salak, Pangerango and Gede. 1640-76 by Hendrick Dubbels Oil on canvas, 1640 Rijksmuseum, Amsterdam, The Netherlands

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Rembrandt and the Dutch Golden Age //Art Gallery of New South Wales//
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Abstract
This article presents a model of play to distinguish the ethos of activities as part of a continuum between play, games, work, and threat. The key to determining the ethos of an activity is the discourse of the activity, and how an activity is communicated as a message (process & content of communication), the mood of the communication (how it should be interpreted), and consequence (what is at stake). These three discourse categories can be binaries, and presented as a spectrum based upon: coherence and ambiguity. The proposed model suggests that play can be measured across three axes presented as binaries based upon the degree of coherence and ambiguity. This model frames a method for distinguishing and designing for play in any medium.
Meta
Dubbels, B. (2014). Distinguishing Games, Work, Fun, Flow and Play: A Framework for UX Design , Development, & Gamification. McMaster University.