Hybrid Play -

Hybrid Play

Crossing Boundaries in Game Design, Players Identities and Play Spaces
Buch | Hardcover
224 Seiten
2020
Routledge (Verlag)
978-0-367-42778-8 (ISBN)
168,35 inkl. MwSt
This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.

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
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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