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  • 1
    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
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    Keywords: Aufsatzsammlung ; Aufsatzsammlung ; Electronic books ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 2
    UID:
    b3kat_BV045514053
    Format: XV, 321 Seiten , Illustrationen, Diagramme
    ISBN: 9783030134167
    Series Statement: Lecture notes in computer science 11380
    Content: This open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in peoples lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-3-030-13417-4
    Additional Edition: Erscheint auch als Online-Ausgabe
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-3-030-13417-4
    Language: English
    Subjects: Computer Science , General works
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    Keywords: Stadtgestaltung ; Smart City ; Öffentlicher Raum ; Öffentlicher Raum ; Digitalisierung ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 3
    UID:
    b3kat_BV045389054
    Format: 1 Online-Ressource (xv, 302 Seiten) , 39 Illustrationen, 35 Illustrationen (farbig)
    ISBN: 9789811326943
    Note: Literaturangaben
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-981-13-2693-6
    Language: English
    Subjects: Sociology
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    Keywords: Stadtplanung ; Bürgerbeteiligung ; Smart City ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 4
    UID:
    b3kat_BV045537808
    Format: 1 Online-Ressource (XV, 322 Seiten) , Illustrationen, Diagramme
    ISBN: 9783030134174
    Series Statement: Lecture notes in computer science 11380
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-13416-7
    Language: English
    Subjects: Computer Science , General works
    RVK:
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    Keywords: Stadtgestaltung ; Smart City ; Öffentlicher Raum ; Öffentlicher Raum ; Digitalisierung ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
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  • 5
    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
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  • 6
    UID:
    kobvindex_INT0004798
    Format: 1 electronic resource (xv, 321 pages) : , illustrations, maps.
    ISBN: 9783030134167 , 3030134164 , 9783030134174 , 3030134172
    Series Statement: Lecture notes in computer science ; 11380
    Content: MACHINE-GENERATED SUMMARY NOTE: "This open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies -- the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people's lifestyles -- affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life."
    Note: EDITORIAL NOTE: "This publication is based upon work from COST Action TU1306, supported by COST (European Cooperation in Science and Technology)." -- Title page verso. , EDITORIAL NOTE: "State-of-the-art survey" -- Cover.
    Language: English
    Keywords: Edited volumes
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    UID:
    kobvindex_HPB1088893045
    Format: 1 online resource (431 pages) : , illustrations, map
    ISBN: 9789048535200 , 9048535204
    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: The playful citizen: an introduction / , Engagement in play, engagement in politics: playing political video games / , Analytical game design: game-making as a cultural technique in a gamified society / , Re-thinking the social documentary / , Collapsus, or how to make players become ecological citizens / , The broken toy tactics: clockwork worlds and activist games / , Video games and the engaged citizen: on the ambiguity of digital play / , Public laboratory: play and civic engagement / , Sensing the air and experimenting with environmental citizenship / , Biohacking: playing with technology / , Ludo-epistemology: playing with the rules in citizen science games / , The playful scientist: stimulating playful communities for science practice / , Laborious playgrounds: citizen science games as new modes of work/play in the digital age / , On participatory politics as a game changer and the politics of participation / , Playing with politics: memory, orientation, and tactility / , Meaningful inefficiencies: resisting the logic of technological efficiency in the design of civic systems / , Permanent revolution: occupying democracy / , The playful city: citizens making the smart city / , Dissent at a distance / , Playing with power: casual politicking as a new frame for political analysis / , Undetermined.
    Additional Edition: Print version: Playful citizen. Amsterdam : Amsterdam University Press, [2019] 9462984522
    Language: English
    Keywords: Electronic books.
    URL: JSTOR
    URL: OAPEN
    URL: Image
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  • 8
    UID:
    b3kat_BV048283181
    Format: 1 Online-Ressource (363 Seiten) , illustrations
    ISBN: 9048523036 , 9789048523030
    Series Statement: MediaMatters
    Content: 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
    Note: Homo ludens 2.0: Play, media, and identity , Play -- , Introduction to Part I , Playland: Technology, self, and cultural transformation , Spiritual play: Encountering the sacred in World of Warcraft , Playful computer interaction , Playful identity in game design and open-ended play , Breaking reality: Exploring pervasive cheating in Foursquare , Playing with bits and bytes: The savage mind in the digital age , Media -- , Introduction to Part II , Location-based mobile games: Interfaces to urban spaces , playful use of mobile phones and its link to social cohesion , Digital cartographies as playful practices , Ludic identities and the magic circle , Play (for) time , Playful identity politics: How refugee games affect the player's identity , Identity -- , Introduction to Part III , Playing out identities and emotions , Playing with others: The identity paradoxes of the web as social network , New media, play, and social identities , Playing life in the metropolis: Mobile media and identity in Jakarta , conflicts within the casual: The culture and identity of casual online play , Afterplay , English
    Additional Edition: Erscheint auch als Druck-Ausgabe Playful identities Amsterdam : Amsterdam University Press [2015] ISBN 9789089646392
    Language: English
    Subjects: General works
    RVK:
    Keywords: Neue Medien ; Gamification ; Identität ; Computerspiel ; Neue Medien ; Social Media ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
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  • 9
    UID:
    kobvindex_HPB908685847
    Format: 1 online resource (363 pages) : , illustrations
    ISBN: 9789048523030 , 9048523036
    Series Statement: MediaMatters
    Content: 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.
    Note: Homo ludens 2.0: Play, media, and identity / , Play -- , Introduction to Part I / , Playland: Technology, self, and cultural transformation / , Spiritual play: Encountering the sacred in World of Warcraft / , Playful computer interaction / , Playful identity in game design and open-ended play / , Breaking reality: Exploring pervasive cheating in Foursquare / , Playing with bits and bytes: The savage mind in the digital age / , Media -- , Introduction to Part II / , Location-based mobile games: Interfaces to urban spaces / , playful use of mobile phones and its link to social cohesion / , Digital cartographies as playful practices / , Ludic identities and the magic circle / , Play (for) time / , Playful identity politics: How refugee games affect the player's identity / , Identity -- , Introduction to Part III / , Playing out identities and emotions / , Playing with others: The identity paradoxes of the web as social network / , New media, play, and social identities / , Playing life in the metropolis: Mobile media and identity in Jakarta / , conflicts within the casual: The culture and identity of casual online play / , Afterplay / , English.
    In: OAPEN (Open Access Publishing in European Networks)., OAPEN
    In: Books at JSTOR: Open Access., JSTOR
    Additional Edition: Print version: Playful identities. Amsterdam : Amsterdam University Press [2015] ISBN 9789089646392
    Language: English
    Keywords: Electronic book. ; Electronic books.
    URL: JSTOR
    URL: OAPEN
    URL: OAPEN
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  • 10
    UID:
    gbv_1749532824
    Format: 363 pages , illustrations
    ISBN: 9789048523030 , 9048523036 , 9789089646392 , 9089646396
    Series Statement: MediaMatters
    Content: 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
    Content: Machine generated contents note:1.Homo ludens 2.0: Play, media, and identity /Joost Raessens --pt. IPlay --Introduction to Part I /Joost Raessens --2.Playland: Technology, self, and cultural transformation /Kenneth J. Gergen --3.Spiritual play: Encountering the sacred in World of Warcraft /Stef Aupers --4.Playful computer interaction /Daniel Cermak-Sassenrath --5.Playful identity in game design and open-ended play /Tilde Bekker --6.Breaking reality: Exploring pervasive cheating in Foursquare /Rene Glas --7.Playing with bits and bytes: The savage mind in the digital age /Valerie Frissen --pt. IIMedia --Introduction to Part II /Joost Raessens --8.Location-based mobile games: Interfaces to urban spaces /Jordan Frith --9.playful use of mobile phones and its link to social cohesion /Rich Ling --10.Digital cartographies as playful practices /Sybille Lammes --11.Ludic identities and the magic circle /Gordon Calleja --12.Play (for) time /Patrick Crogan --13.Playful identity politics: How refugee games affect the player's identity /Joost Raessens --pt. IIIIdentity --Introduction to Part III /Joost Raessens --14.Playing out identities and emotions /Jeroen Jansz --15.Playing with others: The identity paradoxes of the web as social network /Jeroen Timmermans --16.New media, play, and social identities /Leopoldina Fortunati --17.Playing life in the metropolis: Mobile media and identity in Jakarta /Michiel de Lange --18.conflicts within the casual: The culture and identity of casual online play /Frans Mayra --19.Afterplay /Jos de Mul.
    Note: Includes bibliographical references and index , English
    Additional Edition: ISBN 9789089646392
    Additional Edition: Erscheint auch als Druck-Ausgabe Playful identities Amsterdam : Amsterdam University Press [2015]
    Language: English
    Keywords: Electronic book
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