LEADER 05268oam 22008174a 450 001 996379048003316 005 20230623184613.0 010 $a90-485-2303-6 024 7 $a10.1515/9789048523030 035 $a(CKB)3710000000362729 035 $a(EBL)1997340 035 $a(SSID)ssj0001496862 035 $a(PQKBManifestationID)11883628 035 $a(PQKBTitleCode)TC0001496862 035 $a(PQKBWorkID)11488488 035 $a(PQKB)10257220 035 $a(DE-B1597)502568 035 $a(OCoLC)1059279779 035 $a(DE-B1597)9789048523030 035 $a(Au-PeEL)EBL1997340 035 $a(CaPaEBR)ebr11037882 035 $a(CaONFJC)MIL801049 035 $a(OCoLC)908685847 035 $a(OCoLC)1111901579 035 $a(MdBmJHUP)muse76523 035 $a(MiAaPQ)EBC1997340 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/28382 035 $a(EXLCZ)993710000000362729 100 $a20140513h20152015 uy 0 101 0 $aeng 135 $aurnnu---|u||u 181 $ctxt 182 $cc 183 $acr 200 00$aPlayful identities $ethe ludification of digital media cultures /$fedited by Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens 210 $aAmsterdam$cAmsterdam University Press$d2015 210 1$aAmsterdam, [Netherlands] :$cAmsterdam University Press,$d2015. 210 4$d©2015 215 $a1 online resource (367 p.) 225 1 $aMediaMatters 300 $aDescription based upon print version of record. 311 0 $a90-8964-639-6 320 $aIncludes bibliographical references at the end of each chapters and indexes. 327 $tFront matter --$tContents --$t1. Homo ludens 2.0 : Play, media, and identity /$rFrissen, Valerie / Lammes, Sybille / de Lange, Michiel / de Mul, Jos / Raessens, Joost --$tPart I: Play --$tIntroduction to Part I /$rFrissen, Valerie / Lammes, Sybille / de Lange, Michiel / de Mul, Jos / Raessens, Joost --$t2. Playland : Technology, self, and cultural transformation /$rGergen, Kenneth J. --$t3. Spiritual play : Encountering the sacred in World of Warcraft /$rAupers, Stef --$t4. Playful computer interaction /$rCermak-Sassenrath, Daniel --$t5. Playful identity in game design and open-ended play /$rDeen, Menno / Schouten, Ben / Bekker, Tilde --$t6. Breaking reality : Exploring pervasive cheating in Foursquare /$rGlas, René --$t7. Playing with bits and bytes : The savage mind in the digital age /$rFrissen, Valerie --$tPart II: Media --$tIntroduction to Part II /$rFrissen, Valerie / Lammes, Sybille / de Lange, Michiel / de Mul, Jos / Raessens, Joost --$t8. Location-based mobile games : Interfaces to urban spaces /$rde Souza e Silva, Adriana / Frith, Jordan --$t9. The playful use of mobile phones and its link to social cohesion /$rLing, Rich --$t10. Digital cartographies as playful practices /$rLammes, Sybille --$t11. Ludic identities and the magic circle /$rCalleja, Gordon --$t12. Play (for) time /$rCrogan, Patrick --$t13. Playful identity politics : How refugee games affect the player's identity /$rRaessens, Joost --$tPart III: Identity --$tIntroduction to Part III /$rFrissen, Valerie / Lammes, Sybille / de Lange, Michiel / de Mul, Jos / Raessens, Joost --$t14. Playing out identities and emotions /$rJansz, Jeroen --$t15. Playing with others : The identity paradoxes of the web as social network /$rTimmermans, Jeroen --$t16. New media, play, and social identities /$rFortunati, Leopoldina --$t17. Playing life in the metropolis: Mobile media and identity in Jakarta /$rde Lange, Michiel --$t18. The conflicts within the casual : The culture and identity of casual online play /$rMäyrä, Frans --$t19. Afterplay /$rde Mul, Jos --$tAbout the authors --$tIndex of Names --$tIndex of Subjects 330 $aIn Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies. 410 0$aMediaMatters. 606 $aVideo games$xSocial aspects 606 $aVideo games$xPsychological aspects 606 $aVideo games 610 $adigital media 610 $aplay 610 $ahuizinga 610 $aidentity 610 $ahomo ludens 610 $ahistory 610 $aEuropean history 610 $aCasual game 610 $aFoursquare City Guide 610 $aMobile phone 615 0$aVideo games$xSocial aspects. 615 0$aVideo games$xPsychological aspects. 615 0$aVideo games. 676 $a794.8 700 $ade Lange$b Michiel$4edt$01355942 702 $aFrissen$b Valerie$g(Valerie Alice Josepha),$f1960-$4edt 801 0$bMdBmJHUP 801 1$bMdBmJHUP 906 $aBOOK 912 $a996379048003316 996 $aPlayful identities$93384087 997 $aUNISA