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  • 1
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    b3kat_BV044964357
    Format: 220 p
    ISBN: 9789089645005 , 9789048518081
    Note: Includes bibliographical references and index , pt. 1. Framing the game -- pt. 2. Controlling the game -- pt. 3. Gaming the game -- pt. 4. Claiming the game
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: World of Warcraft ; Electronic books
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    b3kat_BV045447731
    Format: 1 Online-Ressource (431 Seiten) , Illustrationen
    ISBN: 9789048535200 , 9048535204
    Series Statement: Games and play
    Content: In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new forms of civic engagement in a mediatized culture. 'The Playful Citizen' explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking. We offer a pluralistic answer to such questions by bringing together scholars from different fields such as game and play studies, social sciences, and media and culture studies
    Note: Erscheint als Open Access bei De Gruyter
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-94-6298-452-3
    Language: English
    Subjects: Political Science , General works , Sociology
    RVK:
    RVK:
    RVK:
    RVK:
    RVK:
    RVK:
    Keywords: Aufsatzsammlung ; Aufsatzsammlung ; Electronic books ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 3
    UID:
    almahu_9948127054902882
    Format: 1 online resource (432 pages).
    ISBN: 90-485-3520-4
    Series Statement: Games and Play
    Content: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies. With the emergence of digital and mobile technologies our conceptions and hopes of what citizen participation entails have changed profoundly. Interactive, networked and affordable technologies have transformed the relationship between knowledge, creativity and power. Citizens use media technologies in playful ways to engage in creative knowledge production and to alter professional roles and power structures.This book, available in Open Access, provides an overview of the potentials and limitations of citizen's engagement in the digital age through a collection of chapters from various academic fields. What connects these contributions is a focus on what we call playful participation. It is through this ludic engagement, we argue, that the contemporary production of knowledge and creative interventions in journalism, research, activism, art, politics, city making, and many other areas, should be understood. The book editors hold positions at Universities in the Netherlands (Utrecht University) and the UK (University of Warwick). They have published widely about digital media technologies, play, and identity.
    Note: Includes indexes. , Frontmatter -- , Contents -- , 1. The playful citizen: An introduction -- , Introduction to Part I -- , 2. Engagement in play, engagement in politics : Playing political video games -- , 3. Analytical game design : Game-making as a cultural technique in a gamified society -- , 4. Re-thinking the social documentary -- , 5. Collapsus, or how to make players become ecological citizens -- , 6. The broken toy tactic: Clockwork worlds and activist games -- , 7. Video games and the engaged citizen : On the ambiguity of digital play -- , Introduction to Part II -- , 8. Public laboratory: Play and civic engagement -- , 9. Sensing the air and experimenting with environmental citizenship -- , 10. Biohacking: Playing with technology -- , 11. Ludo-epistemology: Playing with the rules in citizen science games -- , 12. The playful scientist: Stimulating playful communities for science practice -- , 13. Laborious playgrounds : Citizen science games as new modes of work/play in the digital age -- , Introduction to Part III -- , 14. On participatory politics as a game changer and the politics of participation -- , 15. Playing with politics: Memory, orientation, and tactility -- , 16. Meaningful inefficiencies : Resisting the logic of technological efficiency in the design of civic systems -- , 17. Permanent revolution: Occupying democracy -- , 18. The playful city: Citizens making the smart city -- , 19. Dissent at a distance -- , 20. Playing with power : Casual politicking as a new frame for political analysis -- , Index of names -- , Index of subjects , Undetermined.
    Additional Edition: ISBN 94-6298-452-2
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    Online Resource
    Online Resource
    Amsterdam, The Netherlands :Amsterdam University Press,
    UID:
    almahu_9949598202802882
    Format: 1 online resource (220 pages) : , digital, PDF file(s).
    ISBN: 90-485-1808-3
    Series Statement: MediaMatters
    Content: The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game’s owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games.
    Content: World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden.
    Note: Description based upon print version of record. , Part 1. Framing the game --Part 2. Controlling the game --Part 3. Gaming the game --Part 4. Claiming the game. , Also available in print form. , English
    Additional Edition: Print version: ISBN 9789089645005
    Language: English
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  • 5
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Amsterdam University Press
    UID:
    gbv_1778671578
    Format: 1 Online-Ressource (220 p.)
    Series Statement: MediaMatters
    Content: The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game’s owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games
    Content: World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    UID:
    gbv_1778502490
    Format: 1 Online-Ressource
    ISBN: 9789462984523 , 9789048535200
    Content: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    UID:
    gbv_1685983030
    Format: 1 Online-Ressource
    Edition: [Online-Ausg.]
    ISBN: 9789048535200
    Series Statement: Games and Play
    Content: Frontmatter -- Contents -- 1. The playful citizen: An introduction / Glas, René / Lammes, Sybille / Lange, Michiel de / Raessens, Joost / Vries, Imar de -- Part I Ludo-literacies -- Introduction to Part I / Glas, René / Lammes, Sybille / Lange, Michiel de / Raessens, Joost / Vries, Imar de -- 2. Engagement in play, engagement in politics : Playing political video games / Neys, Joyce / Jansz, Jeroen -- 3. Analytical game design : Game-making as a cultural technique in a gamified society / Werning, Stefan -- 4. Re-thinking the social documentary / Uricchio, William -- 5. Collapsus, or how to make players become ecological citizens / Raessens, Joost -- 6. The broken toy tactic: Clockwork worlds and activist games / Schleiner, Anne-Marie -- 7. Video games and the engaged citizen : On the ambiguity of digital play / Hoofd, Ingrid -- Part II Ludo-epistemologies -- Introduction to Part II / Glas, René / Lammes, Sybille / Lange, Michiel de / Raessens, Joost / Vries, Imar de -- 8. Public laboratory: Play and civic engagement / Breen, Jessica / Dosemagen, Shannon / Blair, Don / Barry, Liz -- 9. Sensing the air and experimenting with environmental citizenship / Gabrys, Jennifer -- 10. Biohacking: Playing with technology / Smale, Stephanie de -- 11. Ludo-epistemology: Playing with the rules in citizen science games / Glas, René / Lammes, Sybille -- 12. The playful scientist: Stimulating playful communities for science practice / Schouten, Ben / Spek, Erik van der / Harmsen, Daniël / Bartholomeus, Ellis -- 13. Laborious playgrounds : Citizen science games as new modes of work/play in the digital age / Fizek, Sonia / Dippel, Anne -- Part III Ludo-politics -- Introduction to Part III / Glas, René / Lammes, Sybille / Lange, Michiel de / Raessens, Joost / Vries, Imar de -- 14. On participatory politics as a game changer and the politics of participation / Bunz, Mercedes -- 15. Playing with politics: Memory, orientation, and tactility / Hind, Sam -- 16. Meaningful inefficiencies : Resisting the logic of technological efficiency in the design of civic systems / Gordon, Eric / Walter, Stephen -- 17. Permanent revolution: Occupying democracy / Rushkoff, Douglas -- 18. The playful city: Citizens making the smart city / Lange, Michiel de -- 19. Dissent at a distance / Deuze, Mark / Ems, Lindsay -- 20. Playing with power : Casual politicking as a new frame for political analysis / Gekker, Alex -- Index of names -- Index of subjects
    Content: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies. With the emergence of digital and mobile technologies our conceptions and hopes of what citizen participation entails have changed profoundly. Interactive, networked and affordable technologies have transformed the relationship between knowledge, creativity and power. Citizens use media technologies in playful ways to engage in creative knowledge production and to alter professional roles and power structures.This book, available in Open Access, provides an overview of the potentials and limitations of citizen's engagement in the digital age through a collection of chapters from various academic fields. What connects these contributions is a focus on what we call playful participation. It is through this ludic engagement, we argue, that the contemporary production of knowledge and creative interventions in journalism, research, activism, art, politics, city making, and many other areas, should be understood. The book editors hold positions at Universities in the Netherlands (Utrecht University) and the UK (University of Warwick). They have published widely about digital media technologies, play, and identity
    Note: Mode of access: Internet via World Wide Web. , In English
    Language: English
    URL: Cover
    URL: Cover
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    gbv_1876319089
    Format: 1 Online-Ressource (220 p.)
    ISBN: 9789048518081
    Series Statement: MediaMatters
    Content: The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games
    Note: Frontmatter , Contents , Acknowledgements , Introduction , Part I: Framing the Game , 1: The Definition Game , 2: The Many Faces of Play , 3: The Contracts of Play , 4: Play and/as Participation , 5: Battlefields of Negotiation , Part II: Controlling the Game , 6. The Setup of Play , 7: The Rules of Play , 8: Playing with Fiction , Part III: Gaming the Game , 9: It's about time , 10: Twinking, or Playing Another Game , 11: Playing the Interface , Part IV: Claiming the Game , 12: Virtual Thievery , 13: Performing on the Edge of Rules and Fiction , 14: The Fragmented and the Multiple , Conclusion , Notes , Bibliography , Index , In English
    Language: English
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
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  • 9
    UID:
    edoccha_9959013783802883
    Format: 1 online resource (432 pages).
    ISBN: 90-485-3520-4
    Series Statement: Games and Play
    Content: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies. With the emergence of digital and mobile technologies our conceptions and hopes of what citizen participation entails have changed profoundly. Interactive, networked and affordable technologies have transformed the relationship between knowledge, creativity and power. Citizens use media technologies in playful ways to engage in creative knowledge production and to alter professional roles and power structures.This book, available in Open Access, provides an overview of the potentials and limitations of citizen's engagement in the digital age through a collection of chapters from various academic fields. What connects these contributions is a focus on what we call playful participation. It is through this ludic engagement, we argue, that the contemporary production of knowledge and creative interventions in journalism, research, activism, art, politics, city making, and many other areas, should be understood. The book editors hold positions at Universities in the Netherlands (Utrecht University) and the UK (University of Warwick). They have published widely about digital media technologies, play, and identity.
    Note: Includes indexes. , Frontmatter -- , Contents -- , 1. The playful citizen: An introduction -- , Introduction to Part I -- , 2. Engagement in play, engagement in politics : Playing political video games -- , 3. Analytical game design : Game-making as a cultural technique in a gamified society -- , 4. Re-thinking the social documentary -- , 5. Collapsus, or how to make players become ecological citizens -- , 6. The broken toy tactic: Clockwork worlds and activist games -- , 7. Video games and the engaged citizen : On the ambiguity of digital play -- , Introduction to Part II -- , 8. Public laboratory: Play and civic engagement -- , 9. Sensing the air and experimenting with environmental citizenship -- , 10. Biohacking: Playing with technology -- , 11. Ludo-epistemology: Playing with the rules in citizen science games -- , 12. The playful scientist: Stimulating playful communities for science practice -- , 13. Laborious playgrounds : Citizen science games as new modes of work/play in the digital age -- , Introduction to Part III -- , 14. On participatory politics as a game changer and the politics of participation -- , 15. Playing with politics: Memory, orientation, and tactility -- , 16. Meaningful inefficiencies : Resisting the logic of technological efficiency in the design of civic systems -- , 17. Permanent revolution: Occupying democracy -- , 18. The playful city: Citizens making the smart city -- , 19. Dissent at a distance -- , 20. Playing with power : Casual politicking as a new frame for political analysis -- , Index of names -- , Index of subjects , Undetermined.
    Additional Edition: ISBN 94-6298-452-2
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 10
    UID:
    edocfu_9959013783802883
    Format: 1 online resource (432 pages).
    ISBN: 90-485-3520-4
    Series Statement: Games and Play
    Content: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies. With the emergence of digital and mobile technologies our conceptions and hopes of what citizen participation entails have changed profoundly. Interactive, networked and affordable technologies have transformed the relationship between knowledge, creativity and power. Citizens use media technologies in playful ways to engage in creative knowledge production and to alter professional roles and power structures.This book, available in Open Access, provides an overview of the potentials and limitations of citizen's engagement in the digital age through a collection of chapters from various academic fields. What connects these contributions is a focus on what we call playful participation. It is through this ludic engagement, we argue, that the contemporary production of knowledge and creative interventions in journalism, research, activism, art, politics, city making, and many other areas, should be understood. The book editors hold positions at Universities in the Netherlands (Utrecht University) and the UK (University of Warwick). They have published widely about digital media technologies, play, and identity.
    Note: Includes indexes. , Frontmatter -- , Contents -- , 1. The playful citizen: An introduction -- , Introduction to Part I -- , 2. Engagement in play, engagement in politics : Playing political video games -- , 3. Analytical game design : Game-making as a cultural technique in a gamified society -- , 4. Re-thinking the social documentary -- , 5. Collapsus, or how to make players become ecological citizens -- , 6. The broken toy tactic: Clockwork worlds and activist games -- , 7. Video games and the engaged citizen : On the ambiguity of digital play -- , Introduction to Part II -- , 8. Public laboratory: Play and civic engagement -- , 9. Sensing the air and experimenting with environmental citizenship -- , 10. Biohacking: Playing with technology -- , 11. Ludo-epistemology: Playing with the rules in citizen science games -- , 12. The playful scientist: Stimulating playful communities for science practice -- , 13. Laborious playgrounds : Citizen science games as new modes of work/play in the digital age -- , Introduction to Part III -- , 14. On participatory politics as a game changer and the politics of participation -- , 15. Playing with politics: Memory, orientation, and tactility -- , 16. Meaningful inefficiencies : Resisting the logic of technological efficiency in the design of civic systems -- , 17. Permanent revolution: Occupying democracy -- , 18. The playful city: Citizens making the smart city -- , 19. Dissent at a distance -- , 20. Playing with power : Casual politicking as a new frame for political analysis -- , Index of names -- , Index of subjects , Undetermined.
    Additional Edition: ISBN 94-6298-452-2
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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