Author: Vicki Ann Cremona
Publisher: Rodopi
ISBN: 940121039X
Category : Performing Arts
Languages : en
Pages : 284
Book Description
Playing Culture represents one of the corner stones in the model of the Theatrical Event, as developed by the Working Group of the International Federation for Theatre Research (IFTR). In this volume, thirteen scholars contribute to illuminate the significance and possibilities of playing within the framework of theatrical events. Playing is understood as an essential part of theatrical communication, from acting on stage to events far from theatre buildings. The playfulness characterizing academic traditions sets the tone in the introduction, illustrating the four sections of the book: Theories, Expansions, Politics and Conventions. The theoretical chapters depart from the classical Homo Ludens and offer a number of new perspectives on what play and playing implies in today’s mediatized culture. The contributions to the second section on extensions, deal with playing in non-theatrical circumstances such as market places, passports and stock holders’ meetings. The third section on the politics of playing focuses on wood-chopping women, saints and youngsters in South African townships – all demonstrating their social and political ambitions and purposes. The last section returns to the stage on which performers intend to represent, respectively, themselves, Bunraku puppets or the audience. Playing appears in many forms and in many places and constitutes a basic principle of theatre and performance. This book touches upon important theoretical implications of playing and offers a wide range of historical and contemporary examples. Playing Culture – Conventions and Extensions of Performance is the third book of the IFTR Working Group on The Theatrical Event. The first volume, entitled Theatrical Events – Borders Dynamics Frames was published in 2004, followed by Festivalising! Theatrical Events, Politics and Culture in 2007. The present volume continues to expand the vision of the Theatrical Event as a theory and model for the study of playing, theatre, performance and mediated events.
Playing Culture
Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Playing to Win
Author: Robert Alan Brookey
Publisher: Indiana University Press
ISBN: 0253015057
Category : Technology & Engineering
Languages : en
Pages : 260
Book Description
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
Publisher: Indiana University Press
ISBN: 0253015057
Category : Technology & Engineering
Languages : en
Pages : 260
Book Description
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
Playing to Win
Author: Hilary Levey Friedman
Publisher: Univ of California Press
ISBN: 0520276752
Category : Psychology
Languages : en
Pages : 304
Book Description
"Many parents work more hours outside of the home and their lives are crowded with more obligations than ever before; many children spend their evenings and weekends trying out for all-star teams, traveling to regional and national tournaments, and eating dinner in the car while being shuttled between activities. In this vivid ethnography, based on almost 200 interviews with parents, children, coaches and teachers, Hilary Levey probes the increase in children's participation in activities outside of the home, structured and monitored by their parents, when family time is so scarce. As the parental "second shift" continues to grow, alongside it a second shift for children has emerged--especially among the middle- and upper-middle classes--which is suffused with competition rather than mere participation. What motivates these particular parents to get their children involved in competitive activities? Parents' primary concern is their children's access to high quality educational credentials--the biggest bottleneck standing in the way of, or facilitating entry into, membership in the upper-middle class. Competitive activities, like sports and the arts, are seen as the essential proving ground that will clear their children's paths to the Ivy League or other similar institutions by helping them to develop a competitive habitus. This belief, motivated both by reality and by perception, and shaped by gender and class, affects how parents envision their children's futures; it also shapes the structure of children's daily lives, what the children themselves think about their lives, and the competitive landscapes of the activities themselves"--
Publisher: Univ of California Press
ISBN: 0520276752
Category : Psychology
Languages : en
Pages : 304
Book Description
"Many parents work more hours outside of the home and their lives are crowded with more obligations than ever before; many children spend their evenings and weekends trying out for all-star teams, traveling to regional and national tournaments, and eating dinner in the car while being shuttled between activities. In this vivid ethnography, based on almost 200 interviews with parents, children, coaches and teachers, Hilary Levey probes the increase in children's participation in activities outside of the home, structured and monitored by their parents, when family time is so scarce. As the parental "second shift" continues to grow, alongside it a second shift for children has emerged--especially among the middle- and upper-middle classes--which is suffused with competition rather than mere participation. What motivates these particular parents to get their children involved in competitive activities? Parents' primary concern is their children's access to high quality educational credentials--the biggest bottleneck standing in the way of, or facilitating entry into, membership in the upper-middle class. Competitive activities, like sports and the arts, are seen as the essential proving ground that will clear their children's paths to the Ivy League or other similar institutions by helping them to develop a competitive habitus. This belief, motivated both by reality and by perception, and shaped by gender and class, affects how parents envision their children's futures; it also shapes the structure of children's daily lives, what the children themselves think about their lives, and the competitive landscapes of the activities themselves"--
The Player of Games
Author: Iain M. Banks
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281
Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281
Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Theatrical Events
Author:
Publisher: BRILL
ISBN: 9004502882
Category : Drama
Languages : en
Pages : 404
Book Description
Theatrical Events. Borders, Dynamics and Frames is written to develop the concept of ‘Eventness’ in Theatre Studies. The book as a whole stresses the importance of understanding theatre performances as aesthetic-communicative encounters of a wide range of agents and aspects. The Theatrical Event concept means not only that performers and spectators meet, but also that the specific mental sets, backgrounds and cultural contexts they bring in, strongly contribute to the character of a particular event. Moreover, this concept gives space to the study of the role societal developments – such as technological, political, economical or educational ones – play in theatrical events.
Publisher: BRILL
ISBN: 9004502882
Category : Drama
Languages : en
Pages : 404
Book Description
Theatrical Events. Borders, Dynamics and Frames is written to develop the concept of ‘Eventness’ in Theatre Studies. The book as a whole stresses the importance of understanding theatre performances as aesthetic-communicative encounters of a wide range of agents and aspects. The Theatrical Event concept means not only that performers and spectators meet, but also that the specific mental sets, backgrounds and cultural contexts they bring in, strongly contribute to the character of a particular event. Moreover, this concept gives space to the study of the role societal developments – such as technological, political, economical or educational ones – play in theatrical events.
Playing the Future
Author: Douglas Rushkoff
Publisher: Berkley
ISBN: 9781573227643
Category : Adjustment (Psychology)
Languages : en
Pages : 0
Book Description
"Makes dazzling links between chaos theory and Rodney King, snow boarding and William Gibson, race culture and Star Wars--the literary equivalent of U2's Zoo TV--Rushkoff is courageous enough to stand up against fashionable gloom by putting his faith in today's 'screenagers.
Publisher: Berkley
ISBN: 9781573227643
Category : Adjustment (Psychology)
Languages : en
Pages : 0
Book Description
"Makes dazzling links between chaos theory and Rodney King, snow boarding and William Gibson, race culture and Star Wars--the literary equivalent of U2's Zoo TV--Rushkoff is courageous enough to stand up against fashionable gloom by putting his faith in today's 'screenagers.
Playing Fans
Author: Paul Booth
Publisher: University of Iowa Press
ISBN: 1609383192
Category : Computers
Languages : en
Pages : 240
Book Description
"From Gifs to vids, from tourist attractions to digital costuming, from Trekkers to Inspector Spacetime, Media Play illuminates the multiple economic, cultural, and social links between fans and the media industries"--
Publisher: University of Iowa Press
ISBN: 1609383192
Category : Computers
Languages : en
Pages : 240
Book Description
"From Gifs to vids, from tourist attractions to digital costuming, from Trekkers to Inspector Spacetime, Media Play illuminates the multiple economic, cultural, and social links between fans and the media industries"--
Several Perspectives on Children's Play
Author: Jan van Gils
Publisher: Garant
ISBN: 9044121839
Category : Play
Languages : en
Pages : 257
Book Description
Publisher: Garant
ISBN: 9044121839
Category : Play
Languages : en
Pages : 257
Book Description