LEADER 04801oam 2200517 450 001 9910477182003321 005 20200514202323.0 010 $a1-5013-1829-2 010 $a1-5013-0023-7 010 $a1-62356-389-5 024 7 $a10.5040/9781501300233 035 $a(MiAaPQ)EBC1757038 035 $a(OCoLC)886372512 035 $a(UkLoBP)bpp09257804 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/32292 035 $a(EXLCZ)993710000000214276 100 $a20140813d2014 uy 0 101 0 $aeng 135 $aurbn#---uuuuu 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aGameworlds$b[electronic resource] $evirtual media and children's everyday play /$fSeth Giddings 210 $aNew York $cBloomsbury$d2014 215 $a1 online resource (184 p.) ;$cill. (b&w) 300 $aDescription based upon print version of record. 300 $aFirst published 2014. 311 1 $a9781501318290 320 $aIncludes bibliographical references (pages 162-174) and index. 330 $a"Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Poke;mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world."--$cProvided by publisher. 330 $a"Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play (role-play, play with toys, etc.). The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, the physical environment, etc.). Gameworlds uses each chapter to discuss small-scale ethnographic studies and close analyses of particular videogames, with shorter sections addressing the theoretical and conceptual issues that arise. Building on detailed case studies, this is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world"--$cProvided by publisher. 606 $aVideo games$xSocial aspects 606 $aVirtual reality 606 $aPlay environments 615 0$aVideo games$xSocial aspects. 615 0$aVirtual reality. 615 0$aPlay environments. 676 $a794.8083 700 $aGiddings$b Seth$0966193 801 0$bUtOrBLW 801 1$bUtOrBLW 801 2$bUkLoBP 906 $aBOOK 912 $a9910477182003321 996 $aGameworlds$92192835 997 $aUNINA