Playful Disruption of Digital Media

Playful Disruption of Digital Media
Author: Daniel Cermak-Sassenrath
Publsiher: Springer
Total Pages: 310
Release: 2018-04-07
Genre: Social Science
ISBN: 9789811018916

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This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.

Understanding Games and Game Cultures

Understanding Games and Game Cultures
Author: Ingrid Richardson,Larissa Hjorth,Hugh Davies
Publsiher: SAGE
Total Pages: 194
Release: 2021-03-24
Genre: Language Arts & Disciplines
ISBN: 9781529738520

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Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

Playful Identities

Playful Identities
Author: Michiel de Lange,Valerie Frissen,Joost Raessens,Sybille Lammes
Publsiher: Unknown
Total Pages: 0
Release: 2015
Genre: Computer games
ISBN: 9089646396

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In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. 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.

Playful Participatory Practices

Playful Participatory Practices
Author: Pablo Abend,Benjamin Beil,Vanessa Ossa
Publsiher: Springer Nature
Total Pages: 163
Release: 2020-04-28
Genre: Social Science
ISBN: 9783658286194

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The volume addresses the matter of participatory media practices as playful appropriations within current digital media culture and artistic research. The aim is to explore and trace the shifting boundaries between media production and media use, and to develop concepts and methodologies that work within participatory media cultures. Therefore the articles explore and establish nuanced approaches to the oftentimes playful practices associated with the appropriation of technology.

The Routledge Companion to Mobile Media Art

The Routledge Companion to Mobile Media Art
Author: Larissa Hjorth,Adriana de Souza e Silva,Klare Lanson
Publsiher: Routledge
Total Pages: 804
Release: 2020-07-28
Genre: Art
ISBN: 9780429515965

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In this companion, a diverse, international and interdisciplinary group of contributors and editors examine the rapidly expanding, far-reaching field of mobile media as it intersects with art across a range of spaces—theoretical, practical and conceptual. As a vehicle for—and of—the everyday, mobile media is recalibrating the relationship between art and digital networked media, and reshaping how creative practices such as writing, photography, video art and filmmaking are being conceptualized and practised. In exploring these innovations, The Routledge Companion to Mobile Media Art pulls together comprehensive, culturally nuanced and interdisciplinary approaches; considerations of broader media ecologies and histories and political, social and cultural dynamics; and critical and considered perspectives on the intersections between mobile media and art. This book is the definitive publication for researchers, artists and students interested in comprehending all the various aspects of mobile media art, covering digital media and culture, internet studies, games studies, anthropology, sociology, geography, media and communication, cultural studies and design.

Interactivity Game Creation Design Learning and Innovation

Interactivity  Game Creation  Design  Learning  and Innovation
Author: Anthony Brooks,Eva Irene Brooks
Publsiher: Springer Nature
Total Pages: 796
Release: 2020-07-27
Genre: Computers
ISBN: 9783030532949

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This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

ECGBL 2022 16th European Conference on Game Based Learning

ECGBL 2022 16th European Conference on Game Based Learning
Author: Conceição Costa
Publsiher: Academic Conferences and publishing limited
Total Pages: 842
Release: 2022-10-06
Genre: Education
ISBN: 9781914587528

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Interactive Storytelling

Interactive Storytelling
Author: Lissa Holloway-Attaway,John T. Murray
Publsiher: Springer Nature
Total Pages: 331
Release: 2023-12-01
Genre: Computers
ISBN: 9783031476587

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This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.