E-Book, Englisch, 310 Seiten, eBook
Cermak-Sassenrath Playful Disruption of Digital Media
1. Auflage 2018
ISBN: 978-981-10-1891-6
Verlag: Springer Singapore
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 310 Seiten, eBook
Reihe: Gaming Media and Social Effects
ISBN: 978-981-10-1891-6
Verlag: Springer Singapore
Format: PDF
Kopierschutz: 1 - PDF Watermark
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.
Weitere Infos & Material
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.- Destabilizing playgrounds: Cartographical interfaces,mutability, risk and play.- The State of Play: Exploring Technological Materiality in e-Textiles through Expert and Maker Cultures.- Case study: Shoot Me Now™, an international mobile live collaboration.- Creativity in Productive Play.- Part III Mis-use, struggle, control.- Playing the Arts - Subverting the Data.- Little Big Learning: Playful (mis)use of user-created content.- Part IV Place,reality,meaning.- Playful Subversion and Transformative Disruption.- Makin' Cake - Provocation, Self-Confrontation and the Opacity of Play.- Playing on the Edge.




