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  • 1
    Book
    Book
    Amsterdam :Amsterdam University Press,
    UID:
    almahu_BV042298078
    Format: 363 Seiten : , Illustrationen, Diagramme.
    ISBN: 978-90-8964-639-2
    Note: Erscheint auch als Open Access bei De Gruyter
    Additional Edition: Erscheint auch als Online-Ausgabe, PDF ISBN 978-90-4852-303-0 10.1515/9789048523030
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-90-485-2303-0
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Neue Medien ; Social Media ; Neue Medien ; Gamification ; Identität ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Book
    Book
    Amsterdam : Amsterdam University Press
    UID:
    b3kat_BV042298078
    Format: 363 Seiten , Illustrationen, Diagramme
    ISBN: 9789089646392
    Note: Erscheint auch als Open Access bei De Gruyter
    Additional Edition: Erscheint auch als Online-Ausgabe, PDF ISBN 978-90-4852-303-0 10.1515/9789048523030
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-90-485-2303-0
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Neue Medien ; Social Media ; Neue Medien ; Gamification ; Identität ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Online Resource
    Online Resource
    Amsterdam, [Netherlands] :Amsterdam University Press,
    UID:
    almahu_9949420208002882
    Format: 1 online resource (366 pages) : , illustrations.
    ISBN: 9789048523030
    Series Statement: MediaMatters
    Additional Edition: Print version: Playful identities : the ludification of digital media cultures. Amsterdam, [Netherlands] : Amsterdam University Press, c2015 ISBN 9789089646392
    Language: English
    Keywords: Electronic books.
    URL: Volltext  (Open Access)
    URL: Cover
    URL: Cover
    URL: Cover
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  • 4
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    gbv_1042462097
    Format: 1 Online-Ressource , 4 color plates, 8 halftones
    ISBN: 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 identity studies.
    Note: Frontmatter -- ; Contents -- ; 1. Homo ludens 2.0 : Play, media, and identity , Part I: Play -- ; Introduction to Part I , 2. Playland : Technology, self, and cultural transformation , 3. Spiritual play : Encountering the sacred in World of Warcraft , 4. Playful computer interaction , 5. Playful identity in game design and open-ended play , 6. Breaking reality : Exploring pervasive cheating in Foursquare , 7. Playing with bits and bytes : The savage mind in the digital age , Part II: Media -- ; Introduction to Part II , 8. Location-based mobile games : Interfaces to urban spaces , 9. The playful use of mobile phones and its link to social cohesion , 10. Digital cartographies as playful practices , 11. Ludic identities and the magic circle , 12. Play (for) time , 13. Playful identity politics : How refugee games affect the player’s identity , Part III: Identity -- ; Introduction to Part III , 14. Playing out identities and emotions , 15. Playing with others : The identity paradoxes of the web as social network , 16. New media, play, and social identities , 17. Playing life in the metropolis: Mobile media and identity in Jakarta , 18. The conflicts within the casual : The culture and identity of casual online play , 19. Afterplay , About the authors -- ; Index of Names -- ; Index of Subjects , Mode of access: Internet via World Wide Web. , In English
    Language: English
    URL: Volltext  (Open Access)
    URL: Cover
    URL: Cover
    URL: Cover
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  • 5
    UID:
    gbv_1778635695
    Format: 1 Online-Ressource (366 p.)
    ISBN: 9789089646392 , 9789048523030
    Series Statement: MediaMatters
    Content: In this edited volume, 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 identity studies
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    Book
    Book
    Amsterdam : Amsterdam Univ Pr.
    UID:
    gbv_817671072
    Format: 363 S. , Ill., graph. Darst.
    ISBN: 9089646396 , 9789089646392
    Series Statement: Media matters
    Additional Edition: ISBN 9789048523030
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Neue Medien ; Social Media ; Aufsatzsammlung
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    UID:
    gbv_168630174X
    Format: Online-Ressource
    Edition: Online-Ausg.
    ISBN: 9048523036 , 9789048523030
    Series Statement: MediaMatters v.10
    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: Includes bibliographical references and index
    Additional Edition: ISBN 9089646396
    Additional Edition: ISBN 9789089646392
    Additional Edition: Erscheint auch als Druck-Ausgabe Playful Identities : The Ludification of Digital Media Cultures
    Language: English
    URL: Volltext  (lizenzpflichtig)
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    edocfu_9958936547502883
    Format: 1 online resource : , 4 color plates, 8 halftones
    ISBN: 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 identity studies.
    Note: Frontmatter -- , Contents -- , 1. Homo ludens 2.0 : Play, media, and identity / , Part I: Play -- , Introduction to Part I / , 2. Playland : Technology, self, and cultural transformation / , 3. Spiritual play : Encountering the sacred in World of Warcraft / , 4. Playful computer interaction / , 5. Playful identity in game design and open-ended play / , 6. Breaking reality : Exploring pervasive cheating in Foursquare / , 7. Playing with bits and bytes : The savage mind in the digital age / , Part II: Media -- , Introduction to Part II / , 8. Location-based mobile games : Interfaces to urban spaces / , 9. The playful use of mobile phones and its link to social cohesion / , 10. Digital cartographies as playful practices / , 11. Ludic identities and the magic circle / , 12. Play (for) time / , 13. Playful identity politics : How refugee games affect the player’s identity / , Part III: Identity -- , Introduction to Part III / , 14. Playing out identities and emotions / , 15. Playing with others : The identity paradoxes of the web as social network / , 16. New media, play, and social identities / , 17. Playing life in the metropolis: Mobile media and identity in Jakarta / , 18. The conflicts within the casual : The culture and identity of casual online play / , 19. Afterplay / , About the authors -- , Index of Names -- , Index of Subjects , In English.
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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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
    Library Location Call Number Volume/Issue/Year Availability
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  • 10
    UID:
    kobvindex_INT0004522
    Format: 1 electronic resource (363 pages) : , illustrations.
    ISBN: 9789089646392 , 9089646396 , 9789048523030 , 9048523036
    Series Statement: MediaMatters
    Content: MACHINE-GENERATED SUMMARY NOTE: "In this edited volume, 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 identity studies."
    Language: English
    Keywords: Edited volumes ; Case studies
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
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