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Playful Identities : The Ludification of Digital Media Cultures / ed. by Joost Raessens, Jos Mul, Sybille Lammes, Valerie Frissen, Michiel Lange.

Contributor(s): Material type: TextTextLanguage: English Series: MediaMatters ; 10Publisher: Amsterdam : Amsterdam University Press, [2015]Copyright date: ©2015Description: 1 online resource (366 p.) : 4 color plates, 8 halftonesContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9789048523030
Subject(s): DDC classification:
  • 794.801/9 23
Online resources:
Contents:
Frontmatter -- Contents -- 1. Homo ludens 2.0 : Play, media, and identity -- Part I: Play -- Introduction to Part I -- 2. Playland : Technology, self, and cultural transformation -- 3. Spiritual play : Encountering the sacred in World of Warcraft -- 4. Playful computer interaction -- 5. Playful identity in game design and open-ended play -- 6. Breaking reality : Exploring pervasive cheating in Foursquare -- 7. Playing with bits and bytes : The savage mind in the digital age -- Part II: Media -- Introduction to Part II -- 8. Location-based mobile games : Interfaces to urban spaces -- 9. The playful use of mobile phones and its link to social cohesion -- 10. Digital cartographies as playful practices -- 11. Ludic identities and the magic circle -- 12. Play (for) time -- 13. Playful identity politics : How refugee games affect the player's identity -- Part III: Identity -- Introduction to Part III -- 14. Playing out identities and emotions -- 15. Playing with others : The identity paradoxes of the web as social network -- 16. New media, play, and social identities -- 17. Playing life in the metropolis: Mobile media and identity in Jakarta -- 18. The conflicts within the casual : The culture and identity of casual online play -- 19. Afterplay -- About the authors -- Index of Names -- Index of Subjects
Summary: In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
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Frontmatter -- Contents -- 1. Homo ludens 2.0 : Play, media, and identity -- Part I: Play -- Introduction to Part I -- 2. Playland : Technology, self, and cultural transformation -- 3. Spiritual play : Encountering the sacred in World of Warcraft -- 4. Playful computer interaction -- 5. Playful identity in game design and open-ended play -- 6. Breaking reality : Exploring pervasive cheating in Foursquare -- 7. Playing with bits and bytes : The savage mind in the digital age -- Part II: Media -- Introduction to Part II -- 8. Location-based mobile games : Interfaces to urban spaces -- 9. The playful use of mobile phones and its link to social cohesion -- 10. Digital cartographies as playful practices -- 11. Ludic identities and the magic circle -- 12. Play (for) time -- 13. Playful identity politics : How refugee games affect the player's identity -- Part III: Identity -- Introduction to Part III -- 14. Playing out identities and emotions -- 15. Playing with others : The identity paradoxes of the web as social network -- 16. New media, play, and social identities -- 17. Playing life in the metropolis: Mobile media and identity in Jakarta -- 18. The conflicts within the casual : The culture and identity of casual online play -- 19. Afterplay -- About the authors -- Index of Names -- Index of Subjects

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In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.

Mode of access: Internet via World Wide Web.

This eBook is made available Open Access under a CC BY-NC 4.0 license:

https://creativecommons.org/licenses/by-nc/4.0https://www.aup.nl/en/publish/open-access

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 01. Dez 2022)

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