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Gameworlds : virtual media and children's everyday play
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Main Entry - Personal Name
Title Statement
  • Gameworlds : virtual media and children's everyday play
  • 2014
  • Språk: Engelska.
Dewey Decimal Classification Number
SAB Classification Code
Physical Description
  • 184 pages : illustrations ; 24 cm
Bibliography, etc. Note
  • Includes bibliographical references (pages 162-174) and index.
Formatted Contents Note
  • Virtual and actual worlds -- Virtual media and children's everyday play -- Microethology : methods for studying gameworlds -- Media worlds -- Soft worlds : play with computers -- Play grounds : the material and immaterial in play -- Real worlds : realities, virtualities and the protopolitics of play.
Summary, etc
  • "Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Poke;mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world"-- Provided by publisher.
Subject - Topical Term
Additional Physical Form Entry
  • Även utgiven elektroniskt Gameworlds: virtual media and children's everyday play
ISBN
  • 978-1-5013-1829-0
  • 1-5013-1829-2
  • 978-1-62356-632-6
  • 1-62356-632-0
Waiting
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*24510$aGameworlds :$bvirtual media and children's everyday play /$cSeth Giddings
*300  $a184 pages :$billustrations ;$c24 cm
*504  $aIncludes bibliographical references (pages 162-174) and index.
*5050 $aVirtual and actual worlds -- Virtual media and children's everyday play -- Microethology : methods for studying gameworlds -- Media worlds -- Soft worlds : play with computers -- Play grounds : the material and immaterial in play -- Real worlds : realities, virtualities and the protopolitics of play.
*520  $a"Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Poke;mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world"--$cProvided by publisher.
*599  $aImported from: zcat.oclc.org:210/OLUCWorldCat (Do not remove)
*650 7$aDatorspel$xsociala aspekter$2sao
*650 0$aVideo games$xSocial aspects.
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*650 0$aPlay environments.
*650 7$aSOCIAL SCIENCE$xMedia Studies.$2bisacsh
*650 7$aEDUCATION$xNon-Formal Education.$2bisacsh
*650 7$aPlay environments.$2fast
*650 7$aVideo games$xSocial aspects.$2fast
*650 7$aVirtual reality.$2fast
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^
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This book is open access and available on www.bloomsburycollections.com. It is funded by Knowledge Unlatched.
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

  • p. vi
  • p. vii
  • p. 1
  • p. 17
  • p. 35
  • p. 55
  • p. 67
  • p. 89
  • p. 117
  • p. 137
  • p. 162
  • p. 175
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