Hybrid Play
Routledge (Verlag)
978-0-367-42778-8 (ISBN)
The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa.
A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
Adriana de Souza e Silva is Professor of Communication at NC State University. Dr. de Souza e Silva works in the fields of mobile communication and internet studies, with a particular focus on how location-based technologies help us make sense of our interactions with public spaces and society. Ragan Glover-Rijkse is a Ph.D. student in the Communication, Rhetoric, and Digital Media program at NC State University. Her research considers the intersections between mobile media, infrastructures, and space/place.
Introduction
Understanding Hybrid Play
Adriana de Souza e Silva & Ragan Glover-Rijkse
Part I: Hybrid Making
Chapter One
You Start It: A dialogue with Nick Tandavanitj from Blast Theory
Ragan Glover-Rijkse
Chapter Two
Keeping Coherence across Thresholds: A narrative perspective on hybrid games
Davide Spallazzo & Ilaria Mariani
Chapter Three
Training Perceptions through Play: A case for building interactive autoethnographic experiences through Twine
Kristina Bell
Chapter Four
En(Twine)d: A feminist software analysis
Sarah Evans
Part II: Hybrid Subjects
Chapter Five
The Hybrid Agency of Hybrid Play
Frans Mäyrä
Chapter Six
Casual Bodies are Hybrid Bodies
Shira Chess
Chapter Seven
Hybrid Play in Edutainment: A media archaeology approach to Math Blaster!
Claire Carrington
Chapter 8
Subjectivation in the Making: The hybrid logics of productivity and play in the University Makerspace
Jessica Elam & Stephen B. Crofts Wiley
Part III: Hybrid Spaces
Chapter Nine
Haptic Play: Understanding hybrid play through Pokémon Go
Larissa Hjorth, Ingrid Richardson & Jordi Piera-Jimenez
Chapter Ten
How We Deal with Dark Souls: The aesthetic category as method
Cameron Kunzelman
Chapter Eleven
#HushHarbors: Get Out, memes, and twitter
Katreena E. Alder
Chapter Twelve
"You Broke Minecraft": Hybrid play and the materialization of game spaces through mobile Minecraft
Joel Schneier
Erscheinungsdatum | 31.12.2019 |
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Reihe/Serie | Routledge Advances in Game Studies |
Zusatzinfo | 7 Line drawings, black and white; 28 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 453 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Web / Internet | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 0-367-42778-8 / 0367427788 |
ISBN-13 | 978-0-367-42778-8 / 9780367427788 |
Zustand | Neuware |
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