Buch, Englisch, 310 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 664 g
Buch, Englisch, 310 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 664 g
Reihe: Gaming Media and Social Effects
ISBN: 978-981-10-1889-3
Verlag: Springer Nature Singapore
The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media.
Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Interaktionsdesign für Computerspiele
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Digitale Medien, Internet, Telekommunikation
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
Weitere Infos & Material
From the Contents: Introduction: The subversive nature of play/games.- Part I Play,learning and reflection.- Questions Over Answers: Reflective Game Design.- The Phylogeny of Play.- Bodies in Play: Shifting between the virtual and physical body as a play element.- Blending & Blurring: Experiences with a Political Art Game.- Part II System,society,empowerment.