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
Keywords:
Neue Medien
;
Gamification
;
Identität
;
Computerspiel
;
Neue Medien
;
Social Media
;
Aufsatzsammlung
DOI:
10.5117/9789089646392
URL:
Volltext
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