Playful identities : the ludification of digital media cultures /

Playful identities : the ludification of digital media cultures / edited by Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens. - 1 online resource (363 pages) : illustrations. - MediaMatters . - MediaMatters. .

Includes bibliographical references and index.

Homo ludens 2.0: Play, media, and identity / Play -- Introduction to Part I / Playland: Technology, self, and cultural transformation / Spiritual play: Encountering the sacred in World of Warcraft / Playful computer interaction / Playful identity in game design and open-ended play / Breaking reality: Exploring pervasive cheating in Foursquare / Playing with bits and bytes: The savage mind in the digital age / Media -- Introduction to Part II / Location-based mobile games: Interfaces to urban spaces / playful use of mobile phones and its link to social cohesion / Digital cartographies as playful practices / Ludic identities and the magic circle / Play (for) time / Playful identity politics: How refugee games affect the player's identity / Identity -- Introduction to Part III / Playing out identities and emotions / Playing with others: The identity paradoxes of the web as social network / New media, play, and social identities / Playing life in the metropolis: Mobile media and identity in Jakarta / conflicts within the casual: The culture and identity of casual online play / Afterplay / Joost Raessens -- Joost Raessens -- Kenneth J. Gergen -- Stef Aupers -- Daniel Cermak-Sassenrath -- Tilde Bekker -- Rene Glas -- Valerie Frissen -- Joost Raessens -- Jordan Frith -- Rich Ling -- Sybille Lammes -- Gordon Calleja -- Patrick Crogan -- Joost Raessens -- Joost Raessens -- Jeroen Jansz -- Jeroen Timmermans -- Leopoldina Fortunati -- Michiel de Lange -- Frans Mayra -- Jos de Mul. Machine generated contents note: 1. part I 2. 3. 4. 5. 6. 7. part II 8. 9. 10. 11. 12. 13. part III 14. 15. 16. 17. 18. 19.

In 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.


English.

9789048523030 9048523036

10.5117/9789089646392 doi

22573/ctt13x953k JSTOR


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.
Computer games--Psychological aspects.
Computer games--Social aspects.
Video games--Psychological aspects.
Video games--Social aspects.
Multimedia.
Psychologische aspecten.
Computerspellen.
Identiteit.
Sociale verandering.

Digital media Homo Ludens Huizinga Identity Play


Electronic book.
Electronic books.

794.801/9