"In Play Between Worlds, T.L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps - as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in…
In this book, Brian Upton analyzes the experience of play - how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, he develops a framework for understanding play, introducing a set of critical tools that can help analyze games and game designs and identify ways in wh…
What if every part of our everyday life was turned into a game? The implications of "gamification."OCLC-licensed vendor bibliographic record.
A long-term study providing rare insights into the precarious career and ordinary working culture of professional footballers. Away from the celebrity-obsessed media gaze, the work of a professional footballer is rarely glamorous and for most players a career in football is insecure and short-lived. A former professional, Martin Roderick’s familiarity with the world of football is the foundat…
The land and those who live in intimate terms with it are the focus of Koller’s plays. In The Seed Savers, farmers face pressure to purchase genetically modified seed; a protagonist refuses to sell untilled land for development in Cowboy Boots and a Corsage; a dying woman sees a lake as her final resting place in Abby’s Place; and in The Early Worm Club, Millie realizes a deep sense of belo…
"Repairing Play tries to wrest the narrative of play away from white, European notions that rely primarily on pleasure by including different connotations of play that do not rely on the access to the conditions of leisure"--OCLC-licensed vendor bibliographic record.
"This is Johan Huizinga's Homo Ludens for the 21st century. Miguel Sicart extends Huizinga's argument that play is essential to the generation of culture to the computational culture of today"--OCLC-licensed vendor bibliographic record.
"Games have becomes embedded in our daily acrivities and Ambient Play shows how this affects our creative and ludic practices in everyday life"--OCLC-licensed vendor bibliographic record.
"How new media forms can influence spatial design and placemaking"--OCLC-licensed vendor bibliographic record.
A play-centered invitation to experience the power and delight unlocked by imagination.Bernard De Koven (1941-2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the …