000 | 03772cam a2200565 i 4500 | ||
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001 | 857967279 | ||
003 | OCoLC | ||
005 | 20180209120125.0 | ||
008 | 140813s2014 nyua b 001 0 eng | ||
010 | _a 2014009329 | ||
015 |
_aGBB4A5407 _2bnb |
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016 | 7 |
_a016870171 _2Uk |
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020 |
_a9781623566326 _q(hardback) |
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020 |
_a1623566320 _q(hardback) |
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020 |
_a9781501318290 _q(paperback) |
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020 |
_a1501318292 _q(paperback) |
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020 |
_z9781623568023 _q(ePDF) |
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020 |
_z9781623563899 _q(ePub) |
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024 | 8 | _a40023995603 | |
035 | _a(OCoLC)857967279 | ||
040 |
_aDLC _beng _erda _cSymbiosis Institute of Design _dYDX _dYDXCP _dBTCTA _dBDX _dCDX _dUKMGB _dYUS _dOCLCF _dPUL _dSOI _dOCLCQ _dOCLCO _dZFT _dNYP |
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042 | _apcc | ||
049 | _aNYPP | ||
050 | 0 | 0 |
_aGV1469.34.S52 _bG53 2014 |
082 | 0 | 0 |
_a794.8083 _223 _bSID-B-11313 |
084 |
_aSOC052000 _aEDU021000 _2bisacsh |
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091 | _a794.8083 | ||
100 | 1 |
_aGiddings, Seth, _eauthor. |
|
245 | 1 | 0 |
_aGameworlds: Virtual Media and Children's Everyday Play _cSeth Giddings. |
260 |
_b Bloomsbury Academic _c2016 |
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300 |
_a184 pages : _billustrations ; _c24 cm. |
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365 |
_b1990.74 _eRs |
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504 | _aIncludes bibliographical references (pages 162-174) and index. | ||
505 | 0 | _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 (role-play, play with toys, etc.). 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. 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 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, the physical environment, etc.). Gameworlds uses each chapter to discuss small-scale ethnographic studies and close analyses of particular videogames, with shorter sections addressing the theoretical and conceptual issues that arise. Building on detailed case studies, this 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"-- | ||
650 | 0 |
_aVideo games _xSocial aspects. |
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650 | 0 | _aVirtual reality. | |
650 | 0 | _aPlay environments. | |
650 | 7 |
_aSOCIAL SCIENCE _xMedia Studies. _2bisacsh. |
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650 | 7 |
_aEDUCATION _xNon-Formal Education. _2bisacsh. |
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650 | 7 |
_aPlay environments. _2fast |
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650 | 7 |
_aVideo games _xSocial aspects. _2fast |
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650 | 7 |
_aVirtual reality. _2fast |
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901 | _aMARS | ||
901 |
_acam _bCATBL |
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908 | 0 | 0 | _aGV1469.34.S52 |
942 |
_2ddc _cB |
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945 | _a.b208526341 | ||
946 | _am | ||
999 |
_c598064 _d598064 |