9781623563899.pdf

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 act...

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Γλώσσα:English
Έκδοση: Bloomsbury Academic 2020
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spelling oapen-20.500.12657-458492023-02-01T09:32:45Z Gameworlds Giddings, Seth Social Science Media Studies bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies 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. 2020-12-24T04:05:06Z 2020-12-24T04:05:06Z 2014 book 9781623566326 https://library.oapen.org/handle/20.500.12657/45849 eng application/pdf application/epub+zip Attribution-NonCommercial-NoDerivatives 4.0 International Attribution-NonCommercial-NoDerivatives 4.0 International 9781623563899.pdf 9781623568023.epub Bloomsbury Academic Bloomsbury Academic 066d8288-86e4-4745-ad2c-4fa54a6b9b7b b818ba9d-2dd9-4fd7-a364-7f305aef7ee9 9781623566326 Knowledge Unlatched (KU) Bloomsbury Academic Knowledge Unlatched open access
institution OAPEN
collection DSpace
language English
description 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.
title 9781623563899.pdf
spellingShingle 9781623563899.pdf
title_short 9781623563899.pdf
title_full 9781623563899.pdf
title_fullStr 9781623563899.pdf
title_full_unstemmed 9781623563899.pdf
title_sort 9781623563899.pdf
publisher Bloomsbury Academic
publishDate 2020
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