000 03772cam a2200565 i 4500
001 857967279
003 OCoLC
005 20180209120125.0
008 140813s2014 nyua b 001 0 eng
010 _a 2014009329
015 _aGBB4A5407
_2bnb
016 7 _a016870171
_2Uk
020 _a9781623566326
_q(hardback)
020 _a1623566320
_q(hardback)
020 _a9781501318290
_q(paperback)
020 _a1501318292
_q(paperback)
020 _z9781623568023
_q(ePDF)
020 _z9781623563899
_q(ePub)
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
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
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
300 _a184 pages :
_billustrations ;
_c24 cm.
365 _b1990.74
_eRs
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.
650 0 _aVirtual reality.
650 0 _aPlay environments.
650 7 _aSOCIAL SCIENCE
_xMedia Studies.
_2bisacsh.
650 7 _aEDUCATION
_xNon-Formal Education.
_2bisacsh.
650 7 _aPlay environments.
_2fast
650 7 _aVideo games
_xSocial aspects.
_2fast
650 7 _aVirtual reality.
_2fast
901 _aMARS
901 _acam
_bCATBL
908 0 0 _aGV1469.34.S52
942 _2ddc
_cB
945 _a.b208526341
946 _am
999 _c598064
_d598064