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Gameworlds : Virtual Media and Children's Everyday Play
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ISBN: 9781623566326 1623566320 9781501318290 1501318292 132214608X 1623563895 1501300237 9781623563899 9781501300233 Year: 2014 Publisher: [s.l.] : Bloomsbury Academic,

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Abstract

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.


Book
Toy theory : technology and imagination in play
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ISBN: 9780262548212 Year: 2024 Publisher: Cambridge, Massachusetts : The MIT Press,

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"Giddings explores the histories of toys and unpacks their relationship with technology, arguing that toys and play have always been technological and provide a unique framework to construct a philosophy of technology based around play rather than around tools. What if, this book asks, we rethink the anthropology and the philosophy of technology as driven by play and aesthetics rather than an immanent desire for control?"--

Keywords

Play. --- Technology --- Toys. --- Social aspects.


Book
Toy theory : technology and imagination in play
Author:
ISBN: 0262379015 0262379007 0262548216 9780262379014 9780262379007 Year: 2024 Publisher: Cambridge, Massachusetts : The MIT Press,

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Abstract

"Giddings explores the histories of toys and unpacks their relationship with technology, arguing that toys and play have always been technological and provide a unique framework to construct a philosophy of technology based around play rather than around tools. What if, this book asks, we rethink the anthropology and the philosophy of technology as driven by play and aesthetics rather than an immanent desire for control?"--

Keywords

Toys. --- Play. --- Technology --- Social aspects.


Book
The new media and technocultures reader
Authors: ---
ISBN: 9780415469135 9780415469142 0415469139 0415469147 Year: 2011 Publisher: London Routledge

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Gameworlds : Virtual Media and Children’s Everyday Play
Authors: ---
ISBN: 9781623563899 9781623568023 9781501300233 Year: 2014 Publisher: London New York Oxford Bloomsbury Academic

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Abstract

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.

Keywords


Book
New media : a critical introduction
Authors: --- ---
ISBN: 9780415431606 9780415431613 9780203884829 0415431603 0415431611 0203884825 9781134083787 9781134083824 9781134083831 Year: 2009 Publisher: Milton Park: Routledge,

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