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Playful identities : the ludification of digital media cultures /

edited by Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens.

Book Cover
Names: Frissen, Valerie, | Lammes, Sybille, | Lange, Michiel de, | Mul, Jos de, | Raessens, Joost,
Published: Amsterdam : Amsterdam University Press, [2015]
Series: MediaMatters.
Topics: Computer games - Social aspects. | Computer games - Psychological aspects. | Video games - Social aspects. | Video games - Psychological aspects. | GAMES - Board. | Media studies. | Society and culture: general. | Society and social sciences Society and social sciences. | Multimedia. | Psychologische aspecten. | Computerspellen. | Identiteit. | Sociale verandering.
Genres: Electronic books. | Electronic book.
Online Access: ebook Central Access is available only to authorized users.
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020 |z9789089646392
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024 7 |a10.5117/9789089646392|2doi
035 |a(OCoLC)ocn908685847
037 |a22573/ctt13x953k|bJSTOR
049 |aMAIN
050 4|aGV1469.17.S63|bP52 2015
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245 00|aPlayful identities :|bthe ludification of digital media cultures /|cedited by Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens.
264 1|aAmsterdam :|bAmsterdam University Press,|c[2015]
264 4|c©2015
300 |a1 online resource (363 pages) :|billustrations.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
347 |atext file|bPDF|2rda
490 1 |aMediaMatters
504 |aIncludes bibliographical references and index.
505 00|gMachine generated contents note:|g1.|tHomo ludens 2.0: Play, media, and identity /|rJoost Raessens --|gpt. I|tPlay --|tIntroduction to Part I /|rJoost Raessens --|g2.|tPlayland: Technology, self, and cultural transformation /|rKenneth J. Gergen --|g3.|tSpiritual play: Encountering the sacred in World of Warcraft /|rStef Aupers --|g4.|tPlayful computer interaction /|rDaniel Cermak-Sassenrath --|g5.|tPlayful identity in game design and open-ended play /|rTilde Bekker --|g6.|tBreaking reality: Exploring pervasive cheating in Foursquare /|rRene Glas --|g7.|tPlaying with bits and bytes: The savage mind in the digital age /|rValerie Frissen --|gpt. II|tMedia --|tIntroduction to Part II /|rJoost Raessens --|g8.|tLocation-based mobile games: Interfaces to urban spaces /|rJordan Frith --|g9.|tplayful use of mobile phones and its link to social cohesion /|rRich Ling --|g10.|tDigital cartographies as playful practices /|rSybille Lammes --|g11.|tLudic identities and the magic circle /|rGordon Calleja --|g12.|tPlay (for) time /|rPatrick Crogan --|g13.|tPlayful identity politics: How refugee games affect the player's identity /|rJoost Raessens --|gpt. III|tIdentity --|tIntroduction to Part III /|rJoost Raessens --|g14.|tPlaying out identities and emotions /|rJeroen Jansz --|g15.|tPlaying with others: The identity paradoxes of the web as social network /|rJeroen Timmermans --|g16.|tNew media, play, and social identities /|rLeopoldina Fortunati --|g17.|tPlaying life in the metropolis: Mobile media and identity in Jakarta /|rMichiel de Lange --|g18.|tconflicts within the casual: The culture and identity of casual online play /|rFrans Mayra --|g19.|tAfterplay /|rJos de Mul.
520 |aIn 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 |aEnglish.
588 0 |aPrint version record.
590 |aProQuest Ebook Central|bEbook Central Academic Complete
590 |aRemoved from collection netlibrary.academicna
650 0|aComputer games|xSocial aspects.
650 0|aComputer games|xPsychological aspects.
650 0|aVideo games|xSocial aspects.
650 0|aVideo games|xPsychological aspects.
650 7|aGAMES|xBoard.|2bisacsh
650 7|aMedia studies.|2bicssc
650 7|aSociety and culture: general.|2bicssc
650 7|aSociety and social sciences Society and social sciences.|2bicssc
650 7|aComputer games|xPsychological aspects.|2fast|0(OCoLC)fst00872117
650 7|aComputer games|xSocial aspects.|2fast|0(OCoLC)fst00872118
650 7|aVideo games|xPsychological aspects.|2fast|0(OCoLC)fst01166438
650 7|aVideo games|xSocial aspects.|2fast|0(OCoLC)fst01166440
650 17|aMultimedia.|2gtt
650 17|aPsychologische aspecten.|2gtt
650 17|aComputerspellen.|2gtt
650 17|aIdentiteit.|2gtt
650 17|aSociale verandering.|2gtt
653 |aDigital media
653 |aHomo Ludens
653 |aHuizinga
653 |aIdentity
653 |aPlay
655 4|aElectronic books.
655 0|aElectronic book.
700 1 |aFrissen, Valerie,|eeditor.
700 1 |aLammes, Sybille,|eeditor.
700 1 |aLange, Michiel de,|eeditor.
700 1 |aMul, Jos de,|eeditor.
700 1 |aRaessens, Joost,|eeditor.
776 08|iPrint version:|tPlayful identities.|dAmsterdam : Amsterdam University Press [2015]|z9789089646392|w(DLC) 2015426012|w(OCoLC)881214749
830 0|aMediaMatters.
856 40|3ebook Central|u|zAccess is available only to authorized users.
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938 |aebrary|bEBRY|nebr11037882
938 |aEBSCOhost|bEBSC|n970823
938 |aProQuest MyiLibrary Digital eBook Collection|bIDEB|ncis31107896
938 |aOAPEN Foundation|bOPEN|n524070
938 |aYBP Library Services|bYANK|n12358850
994 |a92|bICV

Staff View for: Playful identities : the ludification of