Author: Larissa Hjorth
Publisher: MIT Press
ISBN: 026236042X
Category : Games & Activities
Languages : en
Pages : 200
Book Description
An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.
Ambient Play
Author: Larissa Hjorth
Publisher: MIT Press
ISBN: 026236042X
Category : Games & Activities
Languages : en
Pages : 200
Book Description
An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.
Publisher: MIT Press
ISBN: 026236042X
Category : Games & Activities
Languages : en
Pages : 200
Book Description
An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.
Playing at a Distance
Author: Sonia Fizek
Publisher: MIT Press
ISBN: 0262372185
Category : Social Science
Languages : en
Pages : 186
Book Description
An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.
Publisher: MIT Press
ISBN: 0262372185
Category : Social Science
Languages : en
Pages : 186
Book Description
An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.
Ambient Literature
Author: Tom Abba
Publisher: Springer Nature
ISBN: 3030414566
Category : Literary Criticism
Languages : en
Pages : 344
Book Description
This book considers how a combination of place-based writing and location responsive technologies produce new kinds of literary experiences. Building on the work done in the Ambient Literature Project (2016–2018), this books argues that these encounters constitute new literary forms, in which the authored text lies at the heart of an embodied and mediated experience. The visual, sonic, social and historic resources of place become the elements of a live and emergent mise-en-scène. Specific techniques of narration, including hallucination, memory, history, place based writing, and drama, as well as reworking of traditional storytelling forms combine with the work of app and user experience design, interaction, software authoring, and GIS (geographical information systems) to produce ambient experiences where the user reads a textual and sonic literary space. These experiences are temporary, ambiguous, and unpredictable in their meaning but unlike the theatre, the gallery, or the cinema they take place in the everyday shared world. The book explores the potentiality of a new literary form produced by the exchange between location-aware cultural objects, writers and readers. This book, and the work it explores, lays the ground for a new poetics of situated writing and reading practices.
Publisher: Springer Nature
ISBN: 3030414566
Category : Literary Criticism
Languages : en
Pages : 344
Book Description
This book considers how a combination of place-based writing and location responsive technologies produce new kinds of literary experiences. Building on the work done in the Ambient Literature Project (2016–2018), this books argues that these encounters constitute new literary forms, in which the authored text lies at the heart of an embodied and mediated experience. The visual, sonic, social and historic resources of place become the elements of a live and emergent mise-en-scène. Specific techniques of narration, including hallucination, memory, history, place based writing, and drama, as well as reworking of traditional storytelling forms combine with the work of app and user experience design, interaction, software authoring, and GIS (geographical information systems) to produce ambient experiences where the user reads a textual and sonic literary space. These experiences are temporary, ambiguous, and unpredictable in their meaning but unlike the theatre, the gallery, or the cinema they take place in the everyday shared world. The book explores the potentiality of a new literary form produced by the exchange between location-aware cultural objects, writers and readers. This book, and the work it explores, lays the ground for a new poetics of situated writing and reading practices.
Social, Casual and Mobile Games
Author: Michele Willson
Publisher: Bloomsbury Publishing USA
ISBN: 150132019X
Category : Games & Activities
Languages : en
Pages : 319
Book Description
The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.
Publisher: Bloomsbury Publishing USA
ISBN: 150132019X
Category : Games & Activities
Languages : en
Pages : 319
Book Description
The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.
The Oxford Handbook of Mobile Communication and Society
Author: Rich Ling
Publisher: Oxford University Press
ISBN: 0190864397
Category : Language Arts & Disciplines
Languages : en
Pages : 731
Book Description
Mobile communication has dramatically changed over the past decade with the diffusion of smartphones. Unlike the basic 2G mobile phones, which "merely" facilitated communication between individuals on the move, smartphones allow individuals to communicate, to entertain and inform themselves, to transact, to navigate, to take photos, and countless other things. Mobile communication has thus transformed society by allowing new forms of coordination, communication, consumption, social interaction, and access to news/entertainment. All of this is regardless of the space in which users are immersed. Set in the context of the developed and the developing world, The Oxford Handbook of Mobile Communication and Society updates current scholarship surrounding mobile media and communication. The 43 chapters in this handbook examine mobile communication and its evolving impact on individuals, institutions, groups, societies, and businesses. Contributors examine the communal benefits, social consequences, theoretical perspectives, organizational potential, and future consequences of mobile communication. Topics covered include, among many other things, trends in the Global South, location-based services, and the "appification" of mobile communication and society.
Publisher: Oxford University Press
ISBN: 0190864397
Category : Language Arts & Disciplines
Languages : en
Pages : 731
Book Description
Mobile communication has dramatically changed over the past decade with the diffusion of smartphones. Unlike the basic 2G mobile phones, which "merely" facilitated communication between individuals on the move, smartphones allow individuals to communicate, to entertain and inform themselves, to transact, to navigate, to take photos, and countless other things. Mobile communication has thus transformed society by allowing new forms of coordination, communication, consumption, social interaction, and access to news/entertainment. All of this is regardless of the space in which users are immersed. Set in the context of the developed and the developing world, The Oxford Handbook of Mobile Communication and Society updates current scholarship surrounding mobile media and communication. The 43 chapters in this handbook examine mobile communication and its evolving impact on individuals, institutions, groups, societies, and businesses. Contributors examine the communal benefits, social consequences, theoretical perspectives, organizational potential, and future consequences of mobile communication. Topics covered include, among many other things, trends in the Global South, location-based services, and the "appification" of mobile communication and society.
Making Homes
Author: Sarah Pink
Publisher: Routledge
ISBN: 1000189945
Category : Social Science
Languages : en
Pages : 222
Book Description
Making Homes: Anthropology and Design is a strong addition to the emerging field of design anthropology. Based on the latest scholarship and practice in the social sciences as well as design, this interdisciplinary text introduces a new design ethnography which offers unique and original approaches to research and intervention in the home.Presenting a coherent theoretical and methodological framework for both ethnographers and designers, the authors examine ‘hot’ topics – ranging from movements and mobilities to im/material environments, to digital culture – and confront the challenges of a research and design environment which seeks to bring about the changes required for a sustainable, resilient, ‘safe’, and comfortable future.Written by leading experts in the field, the book draws on real-life examples from a wide range of international projects developed by the authors, other researchers, and designers. Illustrations throughout help to convey the methods and research visually. Readers will also have access to a related website which follows the authors’ ongoing research and includes video and written narrative examples of ethnographic research in the home.Transforming current understandings of the home, this is an essential read for students and researchers in fields such as design, anthropology, human geography, sociology, and media and communication studies.
Publisher: Routledge
ISBN: 1000189945
Category : Social Science
Languages : en
Pages : 222
Book Description
Making Homes: Anthropology and Design is a strong addition to the emerging field of design anthropology. Based on the latest scholarship and practice in the social sciences as well as design, this interdisciplinary text introduces a new design ethnography which offers unique and original approaches to research and intervention in the home.Presenting a coherent theoretical and methodological framework for both ethnographers and designers, the authors examine ‘hot’ topics – ranging from movements and mobilities to im/material environments, to digital culture – and confront the challenges of a research and design environment which seeks to bring about the changes required for a sustainable, resilient, ‘safe’, and comfortable future.Written by leading experts in the field, the book draws on real-life examples from a wide range of international projects developed by the authors, other researchers, and designers. Illustrations throughout help to convey the methods and research visually. Readers will also have access to a related website which follows the authors’ ongoing research and includes video and written narrative examples of ethnographic research in the home.Transforming current understandings of the home, this is an essential read for students and researchers in fields such as design, anthropology, human geography, sociology, and media and communication studies.
Understanding Games and Game Cultures
Author: Ingrid Richardson
Publisher: SAGE
ISBN: 1529738520
Category : Language Arts & Disciplines
Languages : en
Pages : 194
Book Description
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.
Publisher: SAGE
ISBN: 1529738520
Category : Language Arts & Disciplines
Languages : en
Pages : 194
Book Description
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.
Hybrid Play
Author: Adriana de Souza e Silva
Publisher: Routledge
ISBN: 1000042359
Category : Computers
Languages : en
Pages : 277
Book Description
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.
Publisher: Routledge
ISBN: 1000042359
Category : Computers
Languages : en
Pages : 277
Book Description
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.
Mental Health | Atmospheres | Video Games
Author: Jimena Aguilar Rodríguez
Publisher: transcript Verlag
ISBN: 373286264X
Category : Social Science
Languages : en
Pages : 275
Book Description
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.
Publisher: transcript Verlag
ISBN: 373286264X
Category : Social Science
Languages : en
Pages : 275
Book Description
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.
Gaming in Social, Locative and Mobile Media
Author: L. Hjorth
Publisher: Springer
ISBN: 1137301422
Category : Social Science
Languages : en
Pages : 247
Book Description
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.
Publisher: Springer
ISBN: 1137301422
Category : Social Science
Languages : en
Pages : 247
Book Description
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.