Worlds In Play

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Worlds in Play

Author : Suzanne De Castell,Jennifer Jenson
Publisher : Peter Lang
Page : 364 pages
File Size : 50,8 Mb
Release : 2007
Category : Art
ISBN : 0820486434

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Worlds in Play by Suzanne De Castell,Jennifer Jenson Pdf

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

Play Between Worlds

Author : T. L. Taylor
Publisher : MIT Press
Page : 206 pages
File Size : 51,5 Mb
Release : 2009-02-13
Category : Computers
ISBN : 9780262250542

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Play Between Worlds by T. L. Taylor Pdf

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. 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 which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

The State of Play

Author : Jack Balkin,Beth Simone Noveck
Publisher : NYU Press
Page : 304 pages
File Size : 45,6 Mb
Release : 2006-11-01
Category : Law
ISBN : 9780814799376

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The State of Play by Jack Balkin,Beth Simone Noveck Pdf

The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.

Communities of Play

Author : Celia Pearce
Publisher : MIT Press
Page : 343 pages
File Size : 46,8 Mb
Release : 2011-09-30
Category : Computers
ISBN : 9780262516730

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Communities of Play by Celia Pearce Pdf

The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Possible Worlds

Author : John Mighton
Publisher : Theatre Communications Group - Playwrights Canada Press
Page : 0 pages
File Size : 41,9 Mb
Release : 1997
Category : Electronic
ISBN : 0887545629

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Possible Worlds by John Mighton Pdf

Possible Worlds uses parallel narratives to speculate about questions of identity and the role of imagination in love. Winner of the 1992 Governor General's Literary Award for Drama.

Video Game Spaces

Author : Michael Nitsche
Publisher : MIT Press
Page : 315 pages
File Size : 51,7 Mb
Release : 2008-12-05
Category : Games & Activities
ISBN : 9780262293013

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Video Game Spaces by Michael Nitsche Pdf

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Inventing Imaginary Worlds

Author : Michele Root-Bernstein
Publisher : Rowman & Littlefield
Page : 285 pages
File Size : 48,6 Mb
Release : 2014-06-18
Category : Education
ISBN : 9781475809800

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Inventing Imaginary Worlds by Michele Root-Bernstein Pdf

How can parents, educators, business leaders and policy makers nurture creativity, prepare for inventiveness and stimulate innovation? One compelling answer, this book argues, lies in fostering the invention of imaginary worlds, a.k.a. worldplay. First emerging in middle childhood, this complex form of make-believe draws lifelong energy from the fruitful combustions of play, imagination and creativity. Unfortunately, trends in modern life conspire to break down the synergies of creative play with imaginary worlds. Unstructured playtime in childhood has all but disappeared. Invent-it-yourself make-believe places have all but succumbed in adolescence to ready-made computer games. Adults are discouraged from playing as a waste of time with no relevance to the workplace. Narrow notions of creativity exile the fictive imagination to fantasy arts. And yet, as Michele Root-Bernstein demonstrates by means of historical inquiry, quantitative study and contemporary interview, spontaneous worldplay in childhood develops creative potential, and strategic worldplay in adulthood inspires innovations in the sciences and social sciences as well as the arts and literature. Inventing imaginary worlds develops the skills society needs for inventing the future. For more on Inventing Imaginary Worlds, check out: www.inventingimaginaryworlds.com

Heroic Worlds

Author : Lawrence Schick
Publisher : Unknown
Page : 0 pages
File Size : 54,5 Mb
Release : 1991
Category : Fantasy games
ISBN : 0879756535

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Heroic Worlds by Lawrence Schick Pdf

This history of role-playing games such as Dungeons and Dragons explains their evolution and gives complete definitions and descriptions for related game products. Arriving on the scene in 1973, such games caught on rapidly and spawned a thriving industry. These games are regularly played improvisations, with rules that allow for consistent resolution of action, in which heroic characters created by the players battle enemies or solve mysteries. Featuring essays by eighteen top industry designers, Heroic Worlds explains the evolution of role-playing games and their influence on other forms of entertainment. The art and jargon of game design, play, and collection are defined in detail.

Children and Play

Author : Peter K. Smith
Publisher : John Wiley & Sons
Page : 272 pages
File Size : 46,7 Mb
Release : 2009-03-30
Category : Psychology
ISBN : 1444310992

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Children and Play by Peter K. Smith Pdf

The role of play in child development is a source of ongoing interest and debate. In this book, renowned expert Peter Smith offers an expansive definition of the term “play”, taking an in-depth look at its impact on children, as well as its adaptive value for birds and mammals, including primates. Using both contemporary and classic research, Smith examines how different age groups and sexes participate in a wide variety of play, including exercise and rough-and- tumble play, fantasy play and imaginary friends, and play with objects. The book gauges the function of play in early childhood education and makes the case for and against recess breaks in school. How play occurs in different societies and among various populations – including children with special needs – is also explored. With its comprehensive coverage of theoretical, historical, cross-cultural, and evolutionary perspectives, Children and Play holds significant insights for parents, educators, and clinicians.

The Worlds of John Wick

Author : Caitlin G. Watt,Stephen Watt
Publisher : Indiana University Press
Page : 457 pages
File Size : 50,9 Mb
Release : 2022-05-10
Category : Art
ISBN : 9780253062420

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The Worlds of John Wick by Caitlin G. Watt,Stephen Watt Pdf

Each John Wick film has earned more money and recognition than its predecessor, defying the conventional wisdom about the box office's action movie landscape, normally dominated by superhero movies and science fiction epics. As The Worlds of John Wick explores, the worldbuilding of John Wick offers thrills that you simply can't find anywhere else. The franchise's plot combines familiar elements of the revenge thriller and crime film with seamlessly coordinated action. One of its most distinctive appeals, however, is the detailed and multifaceted fictional world—or rather, worlds—it constructs. The contributors to this volume consider everything from fight sequences, action aesthetics, and stunts to grief, cinematic space and time, and gender performance to map these worlds and explore how their range and depth make John Wick a hit. A deep dive into this popular neo-noir franchise, The Worlds of John Wick celebrates and complicates the cult phenomenon that is John Wick.

Cat Kid Comic Club

Author : Dav Pilkey
Publisher : Graphix
Page : 176 pages
File Size : 51,6 Mb
Release : 2020-12
Category : Cartoonists
ISBN : 1536467456

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Cat Kid Comic Club by Dav Pilkey Pdf

Welcome to the Cat Kid Comic Club, where Li'l Petey (LP), Flippy, and Molly introduce twenty-one rambunctious, funny, and talented baby frogs to the art of comic making. As the story unwinds with mishaps and hilarity, readers get to see the progress,

The World Book Encyclopedia

Author : Anonim
Publisher : Unknown
Page : 554 pages
File Size : 55,9 Mb
Release : 2002
Category : Encyclopedias and dictionaries
ISBN : UOM:39015051610437

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The World Book Encyclopedia by Anonim Pdf

An encyclopedia designed especially to meet the needs of elementary, junior high, and senior high school students.

Shared Fantasy

Author : Gary Alan Fine
Publisher : University of Chicago Press
Page : 298 pages
File Size : 40,6 Mb
Release : 2002-08-14
Category : Games & Activities
ISBN : 9780226249445

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Shared Fantasy by Gary Alan Fine Pdf

This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.

Games Prisoners Play

Author : Marek M. Kaminski
Publisher : Princeton University Press
Page : 215 pages
File Size : 42,9 Mb
Release : 2018-06-05
Category : Social Science
ISBN : 9780691187143

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Games Prisoners Play by Marek M. Kaminski Pdf

On March 11, 1985, a van was pulled over in Warsaw for a routine traffic check that turned out to be anything but routine. Inside was Marek Kaminski, a Warsaw University student who also ran an underground press for Solidarity. The police discovered illegal books in the vehicle, and in a matter of hours five secret police escorted Kaminski to jail. A sociology and mathematics major one day, Kaminski was the next a political prisoner trying to adjust to a bizarre and dangerous new world. This remarkable book represents his attempts to understand that world. As a coping strategy until he won his freedom half a year later by faking serious illness, Kaminski took clandestine notes on prison subculture. Much later, he discovered the key to unlocking that culture--game theory. Prison first appeared an irrational world of unpredictable violence and arbitrary codes of conduct. But as Kaminski shows in riveting detail, prisoners, to survive and prosper, have to master strategic decision-making. A clever move can shorten a sentence; a bad decision can lead to rape, beating, or social isolation. Much of the confusion in interpreting prison behavior, he argues, arises from a failure to understand that inmates are driven not by pathological emotion but by predictable and rational calculations. Kaminski presents unsparing accounts of initiation rituals, secret codes, caste structures, prison sex, self-injuries, and of the humor that makes this brutal world more bearable. This is a work of unusual power, originality, and eloquence, with implications for understanding human behavior far beyond the walls of one Polish prison.

Storybook Worlds Made Real

Author : Kathy Merlock Jackson,Mark I. West
Publisher : McFarland
Page : 293 pages
File Size : 48,6 Mb
Release : 2022-04-22
Category : Literary Criticism
ISBN : 9781476645858

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Storybook Worlds Made Real by Kathy Merlock Jackson,Mark I. West Pdf

Memorable children's narratives immerse readers in imaginary worlds that bring them into the story. Some of these places have been constructed in the real world--like Pinocchio's Tuscany or Anne of Green Gables' Prince Edward Island--where visitors relive their favorite childhood tales. Theme parks like Walt Disney World and Harry Potter World use technology to engineer enchanting environments that reconnect visitors with beloved fictional settings and characters in new ways. This collection of new essays explores the imagined places we loved as kids, with a focus on the meaning of setting and its power to shape the way we view the world.