LEADER 01657nam 2200373 450 001 9910592290003321 005 20230511042453.0 035 $a(CKB)5850000000077601 035 $a(NjHacI)995850000000077601 035 $a(EXLCZ)995850000000077601 100 $a20230511d2022 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aPlayful Materialities $ethe stuff that games are made of /$fBenjamin Beil, editor 210 1$aBielefeld :$ctranscript Verlag,$d2022. 215 $a1 online resource (402 pages) 225 1 $aStudies of digital media culture 311 $a3-7328-6200-3 330 $aGame culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization. 410 0$aStudies of digital media culture. 517 $aPlayful Materialities 606 $aMaterial culture 615 0$aMaterial culture. 676 $a306 702 $aBeil$b Benjamin 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910592290003321 996 $aPlayful Materialities$92988097 997 $aUNINA