| 000 | 02891nam a22003377a 4500 | ||
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| 003 | KnowledgeUnlatched | ||
| 005 | 20210303104731.0 | ||
| 006 | m o d | ||
| 007 | cr u|||||||||| | ||
| 008 | 210129p20142020xx o u00| u eng d | ||
| 037 | _5BiblioBoard | ||
| 245 | 0 | 0 |
_aGameworlds _bVirtual Media and Children's Everyday Play / _cSeth Giddings. |
| 020 | _a9781623566326 | ||
| 029 | 1 | _ahttps://library.biblioboard.com/ext/api/media/5d74b1ca-1771-4f6f-8560-c1afe8e211a9/assets/thumbnail.jpg | |
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| 100 | 1 |
_aGiddings, Seth _eauthor. |
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| 264 | 1 | _bBloomsbury Academic, | |
| 300 | _a1 online resource (1 p.) | ||
| 506 | 0 |
_aAccess copy available to the general public. _fUnrestricted _2star |
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| 520 | _aGame studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world. | ||
| 588 | 0 | _aDescription based on print version record. | |
| 590 | _aKU Select 2019: HSS Backlist Books | ||
| 650 | 7 |
_aSocial Science / Media Studies _2bisacsh |
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| 650 | 0 | _aSocial sciences | |
| 655 | 0 | _aElectronic books. | |
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_iIs found in: _aKnowledge Unlatched _1https://openresearchlibrary.org/module/2774bc74-146a-484f-a7ba-ab1d6a09bbfb |
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| 856 | 4 | 0 |
_uhttps://openresearchlibrary.org/content/5d74b1ca-1771-4f6f-8560-c1afe8e211a9 _zView this content on Open Research Library. _70 |
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