Gameworlds: virtual media and children's everyday play
Gameworlds: virtual media and children's everyday play
Game 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
9781623568023
Giddings, Seth
7d18e858-a849-4633-bae2-777a39937a33
23 October 2014
Giddings, Seth
7d18e858-a849-4633-bae2-777a39937a33
Giddings, Seth
(2014)
Gameworlds: virtual media and children's everyday play
,
New York, US.
Bloomsbury Publishing, 192pp.
Abstract
Game 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
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Published date: 23 October 2014
Additional Information:
This book is open access and available on www.bloomsburycollections.com at http://dx.doi.org/10.5040/9781501300233 It is funded by Knowledge Unlatched.
Organisations:
Winchester School of Art
Identifiers
Local EPrints ID: 386082
URI: http://eprints.soton.ac.uk/id/eprint/386082
ISBN: 9781623568023
PURE UUID: bb18ce46-5a89-41bd-852e-acab526b67d9
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Date deposited: 01 Feb 2016 10:15
Last modified: 06 Sep 2024 01:47
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