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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.
Video games --- Virtual reality. --- Play environments. --- Social science --- Education --- Social aspects. --- Media Studies. --- Non-Formal Education. --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Social Science --- Media Studies --- Social Science / Media Studies --- Social sciences
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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?"--
Play. --- Technology --- Toys. --- Social aspects.
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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?"--
Toys. --- Play. --- Technology --- Social aspects.
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Mass communications --- Sociology of culture --- Communication and culture. --- Digital media --- Technology and civilization. --- Technology --- Social aspects.
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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.
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Mass media --- Technological innovations. --- Massamedia--(communicatiesociologie); technologische aspecten zie {659.3} --- 316.774 Massamedia--(communicatiesociologie); technologische aspecten zie {659.3} --- #KVHA:Journalistiek --- #KVHA:Media --- Technological innovations --- Mass communications --- Mass media criticism --- Médias --- Handbooks, manuals, etc. --- Innovations --- Guides, manuels, etc --- Evaluation --- 791.5 --- auteursrecht --- cultuurfilosofie --- cybercultuur --- digitale film --- economie --- globalisering --- internet --- muziek --- nieuwe media --- politiek --- sociale netwerken --- technologie --- virtual reality --- virtuele realiteit --- visuele communicatie --- YouTube --- 316.774 --- Mass media - Technological innovations
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nieuwe media --- kunst en technologie --- digitale media --- cybercultuur --- cyberspace --- interactiviteit --- virtuele realiteit --- virtual reality --- McLuhan Marshall --- internet --- 791.5 --- Mass media --- Technological innovations --- Economic production --- Mass communications --- Technological innovations. --- #SBIB:309H022 --- #SBIB:309H103 --- #SBIB:309H1713 --- Massacommunicatie --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...)
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