{"id":2728,"date":"2024-05-10T11:46:30","date_gmt":"2024-05-10T11:46:30","guid":{"rendered":"https:\/\/nancyannroth.com\/?p=2728"},"modified":"2024-05-10T13:39:23","modified_gmt":"2024-05-10T13:39:23","slug":"translating-as-play","status":"publish","type":"post","link":"https:\/\/nancyannroth.com\/?p=2728","title":{"rendered":"Translating as Play"},"content":{"rendered":"<p style=\"font-weight: 400;\">Long ago &#8212; 1968, to be exact &#8212; Vil\u00e9m Flusser proposed a model of human communication based on games (yes, Wittgenstein IS in the background). \u00a0It may sound like trivialization, but it isn&#8217;t. The idea of &#8220;game&#8221; stands, in this context, for the most general possible structure we use, regularly, to send and receive messages. Infinitely variable in every way &#8212; scope, complexity, durability &#8212; ranging from familiar structures like chess or checkers to languages, disciplinary structures, institutional frameworks and more, games can be playful or serious, fun or fatal.\u00a0 Still, there is a basic continuity: in order to generate meaning at all, participants must share understandings, especially about the way the pieces of the game, whether these are sounds, marks or actions, can be put together.<\/p>\n<p style=\"font-weight: 400;\">In <a href=\"https:\/\/nancyannroth.com\/?page_id=1533\">this short essay,<\/a> Flusser set out to distinguish between ordinary, predictable (read: dull) communication of the sort devices can achieve &#8212; and genuinely human communication. For where devices only repeat, humans can invent. Here, the English word &#8220;play&#8221; emerges as a very subtle stroke of genius. It actually spans the gap between \u00a0mechanical and human. We can <em>play<\/em> a game by the rules; we can <em>play <\/em>an instrument (in the understanding that we&#8217;s surely use another word to suggest playing it inventively). And we can also just <em>play<\/em>, both alone, and with whatever is available, including games themselves. This is the capacity that enables us to discover new combinations, redefine problems and find new solutions.<\/p>\n<p style=\"font-weight: 400;\">Within the universe of communication as an infinity of games, Flusser lists just three ways of creating meaning: by subverting games (breaking the rules), inventing new games altogether, or &#8212; crucially &#8212; by translating from one into another.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Long ago &#8212; 1968, to be exact &#8212; Vil\u00e9m Flusser proposed a model of human communication based on games (yes, Wittgenstein IS in the background). \u00a0It may sound like trivialization, but it isn&#8217;t. The&#46;&#46;&#46;<\/p>\n","protected":false},"author":3,"featured_media":2739,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"bgseo_title":"translation as play: changing games","bgseo_description":"In Flusser's 1958 sketch of the critical difference between humans and their devices, humans invent, discover, evolve; machines repeat, rearrange, and reduce.  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