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How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes. We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds. Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can alter the spatial composition and emotional cadence of the home. They show how mobile games connect domestic forms of play with more public forms of playfulness in urban spaces, how collaborative play (both networked and face-to-face) is incorporated into private and public play, and how touchscreens and haptic play emphasize the perception of the moving body. Hjorth and Richardson invite us to think of mobile gaming as more than a “casual” distraction but as a complex cultural practice embedded into our contemporary ways of being, knowing, and communicating.
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Have you ever considered how mobile media change what we see, hear and pay attention to, or how they alter our movement through the city? Over the last decade, mobile media and communication technologies have become deeply integral to our perception and bodily experience of the world. In Bodies and Mobile Media, Ingrid Richardson and Rowan Wilken explore mobile media as a lens through which to understand how embodiment both shapes, and is shaped by, media experience. It offers a unique approach by focusing on specific sensory affordances and body parts - including the eyes, ears, face, hands and feet - to consider the uneven ratios of sensory perception at work in our engagement with mobile devices. Each chapter provides rich and accessible narratives of mobile media practices interwoven with current scholarship in media studies and phenomenology, with a concluding chapter that reflects on mobile media use as a synesthetic experience. By interpreting theoretical insights about the relationship between the body and technology, the book serves as an important work of knowledge translation. This work is crucial, the authors argue, if we are to critically understand how our perception and experience of the world are mediated by technology. This book will be of interest to students and scholars in media, communication and cultural studies.
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"The iPhone represents an important moment in both the short history of mobile media and the long history of cultural technologies. Like the Walkman of the 1980s, it marks a juncture in which notions about identity, individualism, lifestyle and sociality require rearticulation. this book explores not only the iPhone's particular characteristics, uses and "affects," but also how the "iPhone moment" functions as a barometer for broader patterns of change. In the iPhone moment, this study considers the convergent trajectories in the evolution of digital and mobile culture, and their implications for future scholarship. Through the lens of the iPhone as a symbol, culture and a set of material practices around contemporary convergent mobile media the essays collected here explore the most productive theoretical and methodological approaches for grasping media practice, consumer culture and networked communication in the twenty-first century."--
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The digital games industry is bigger than the recorded music industry. Globally it's worth $100bn, and that's excluding console and hardware sales. Unlike many media industries, growth is predicted for the next decade, too. This growth is built on change. It's no longer just about hardware manufacturers and software developers. With the ubiquity of mobile technology, the move to digital software and downloads, and the increased accessibility of development technology to 'indie' producers, the field is expanding and evolving at pace. Who owns the games industries is changing, how games are produced is changing, and how people use and participate with games is changing. At the same time, we've seen a ludic or 'playful' turn in social science and the humanities, and games and 'gameification' are increasingly central. This is being reflected in course content. Game studies as a standalone subject is becoming more established, and digital games and gaming culture play an increasingly prominent part in courses exploring digital media, digital culture, digital society, and the creative and cultural industries. The wealth of practice based courses in areas like game design (i.e. where the jobs are) also increasingly engage with the social, cultural and economic. This proposal is for a book that covers the full scope of contemporary game studies. Industries, consumption and practice. Who makes games, who makes money out of them, who plays them, and what are we playing. It's the balanced mix of political economy and cultural studies we've seen work well with the likes of Dave Hesmondhalgh's 'The Cultural Industries', and which other recent projects have taken on too (Anamik Saha's 'Race, Culture and the Media', and Larissa Hjorth's second edition of 'Understanding Social Media' to name a couple). The scope is suitably broad. From the history of the games industry and the development of gaming and game studies, to explorations of contemporary themes such as labour practices, the effect of infrastructure and broadband coverage, the role of platforms, user generated production, livestreaming, mobile gaming, and VR. There's real range here, which as the reviews indicate, lecturers desperately need.
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How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes. We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, materiall, and social worlds. Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can alter the spatial composition and emotional cadence of the home. They show how mobile games connect domestic forms of play with more public forms of playfulness in urban spaces, how collaborative play (both networked and face-to-face) is incorporated into private and public play, and how touchscreens and haptic play emphasize the perception of the moving body. Hjorth and Richardson invite us to think of mobile gaming as more than a “casual” distraction but as a complex cultural practice embedded into our contemporary ways of being, knowing, and communicating.
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“Minecraft is undoubtedly one of the most influential games of the past decade. Exploring Minecraft brilliantly situates this multiplatform and multisensory game within today’s pervasive play culture, focusing on its role in players’ everyday lives across domestic and educational spaces, and across cultural and generational contexts. In times of social distancing, Hjorth, Richardson, Davies, and Balmford make a compelling argument for the significance of social play and creativity in everyday life. An essential resource for gamers, educators, academics, and parents interested in the interconnections between games, education, domestic life, and creative practices.” - Adriana de Souza e Silva, North Carolina State University, USA This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambiently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, revealing new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life. Larissa Hjorth is Distinguished Professor and Director of the Design & Creative Practice Platform at RMIT University, Australia. Ingrid Richardson is Professor in the School of Media & Communication at RMIT University, Australia. Hugh Davies is a postdoctoral fellow in the Design & Creative Practice Platform at RMIT University, Australia. William Balmford has a PhD in Media & Communication from RMIT University, Australia.
Philosophy and psychology of culture --- Age group sociology --- Computer assisted instruction --- Audiovisual methods --- Engineering sciences. Technology --- Mass communications --- onderwijstechnologie --- sociologie --- sociale media --- cultuur --- technologie --- computerondersteund onderwijs --- jongerencultuur
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Philosophy and psychology of culture --- Age group sociology --- Computer assisted instruction --- Audiovisual methods --- Engineering sciences. Technology --- Mass communications --- onderwijstechnologie --- sociologie --- sociale media --- cultuur --- technologie --- computerondersteund onderwijs --- jongerencultuur
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