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Playful Identities : The Ludification of Digital Media Cultures /

In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern...

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Detalles Bibliográficos
Otros Autores: Raessens, Joost, 1960- (Editor ), Mul, Jos de, 1956- (Editor ), Lange, Michiel de, 1976- (Editor ), Lammes, Sybille (Editor ), Frissen, Valerie (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press, [2015]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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020 |z 9789089646392 
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040 |a MdBmJHUP  |c MdBmJHUP 
245 0 0 |a Playful Identities :   |b The Ludification of Digital Media Cultures /   |c edited by Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens. 
264 1 |a Amsterdam :  |b Amsterdam University Press,  |c [2015] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2019 
264 4 |c ©[2015] 
300 |a 1 online resource (334 pages):   |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a MediaMatters 
505 0 0 |g Machine generated contents note:  |g 1.  |t Homo ludens 2.0: Play, media, and identity /  |r Joost Raessens --  |g pt. I  |t Play --  |t Introduction to Part I /  |r Joost Raessens --  |g 2.  |t Playland: Technology, self, and cultural transformation /  |r Kenneth J. Gergen --  |g 3.  |t Spiritual play: Encountering the sacred in World of Warcraft /  |r Stef Aupers --  |g 4.  |t Playful computer interaction /  |r Daniel Cermak-Sassenrath --  |g 5.  |t Playful identity in game design and open-ended play /  |r Tilde Bekker --  |g 6.  |t Breaking reality: Exploring pervasive cheating in Foursquare /  |r Rene Glas --  |g 7.  |t Playing with bits and bytes: The savage mind in the digital age /  |r Valerie Frissen --  |g pt. II  |t Media --  |t Introduction to Part II /  |r Joost Raessens --  |g 8.  |t Location-based mobile games: Interfaces to urban spaces /  |r Jordan Frith --  |g 9.  |t playful use of mobile phones and its link to social cohesion /  |r Rich Ling --  |g 10.  |t Digital cartographies as playful practices /  |r Sybille Lammes --  |g 11.  |t Ludic identities and the magic circle /  |r Gordon Calleja --  |g 12.  |t Play (for) time /  |r Patrick Crogan --  |g 13.  |t Playful identity politics: How refugee games affect the player's identity /  |r Joost Raessens --  |g pt. III  |t Identity --  |t Introduction to Part III /  |r Joost Raessens --  |g 14.  |t Playing out identities and emotions /  |r Jeroen Jansz --  |g 15.  |t Playing with others: The identity paradoxes of the web as social network /  |r Jeroen Timmermans --  |g 16.  |t New media, play, and social identities /  |r Leopoldina Fortunati --  |g 17.  |t Playing life in the metropolis: Mobile media and identity in Jakarta /  |r Michiel de Lange --  |g 18.  |t conflicts within the casual: The culture and identity of casual online play /  |r Frans Mayra --  |g 19.  |t Afterplay /  |r Jos de Mul. 
506 0 |a Open Access  |f Unrestricted online access  |2 star 
520 |a In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and iden. 
546 |a English. 
588 |a Description based on print version record. 
650 1 7 |a Sociale verandering.  |2 gtt 
650 1 7 |a Identiteit.  |2 gtt 
650 1 7 |a Computerspellen.  |2 gtt 
650 1 7 |a Psychologische aspecten.  |2 gtt 
650 1 7 |a Multimedia.  |2 gtt 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
650 7 |a Video games  |x Psychological aspects.  |2 fast  |0 (OCoLC)fst01166438 
650 7 |a Computer games  |x Social aspects.  |2 fast  |0 (OCoLC)fst00872118 
650 7 |a Computer games  |x Psychological aspects.  |2 fast  |0 (OCoLC)fst00872117 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Society and social sciences Society and social sciences.  |2 bicssc 
650 7 |a Society and culture: general.  |2 bicssc 
650 7 |a Media studies.  |2 bicssc 
650 6 |a Jeux video  |x Aspect psychologique. 
650 6 |a Jeux video  |x Aspect social. 
650 0 |a Video games  |x Psychological aspects. 
650 0 |a Video games  |x Social aspects. 
650 0 |a Computer games  |x Psychological aspects. 
650 0 |a Computer games  |x Social aspects. 
655 0 |a Electronic book. 
655 7 |a Electronic books.   |2 local 
700 1 |a Raessens, Joost,  |d 1960-  |e editor. 
700 1 |a Mul, Jos de,  |d 1956-  |e editor. 
700 1 |a Lange, Michiel de,  |d 1976-  |e editor. 
700 1 |a Lammes, Sybille,  |e editor. 
700 1 |a Frissen, Valerie,  |e editor. 
773 0 |t Books at JSTOR: Open Access.  |d JSTOR 
773 0 |t OAPEN (Open Access Publishing in European Networks).  |d OAPEN 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/66319/