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Hybrid Play: Crossing Boundaries in Game Design, Players Identities and Play Spaces [Minkštas viršelis]

Edited by , Edited by (North Carolina State University, USA)
  • Formatas: Paperback / softback, 266 pages, aukštis x plotis: 234x156 mm, weight: 390 g, 28 Illustrations, black and white
  • Serija: Routledge Advances in Game Studies
  • Išleidimo metai: 29-Aug-2022
  • Leidėjas: Routledge
  • ISBN-10: 1032400587
  • ISBN-13: 9781032400587
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 266 pages, aukštis x plotis: 234x156 mm, weight: 390 g, 28 Illustrations, black and white
  • Serija: Routledge Advances in Game Studies
  • Išleidimo metai: 29-Aug-2022
  • Leidėjas: Routledge
  • ISBN-10: 1032400587
  • ISBN-13: 9781032400587
Kitos knygos pagal šią temą:

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.



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.

List of figures
ix
List of contributors
xi
Acknowledgments xvii
Hybrid Play Glossary xxi
Introduction: understanding hybrid play 1(12)
Adriana De Souza E Silva
Ragan Glover-Rijkse
PART I Hybrid making
13(66)
1 You start it: a dialogue with Nick Tandavanitj from Blast Theory
15(15)
Ragan Glover-Rijkse
2 Keeping coherence across thresholds: a narrative perspective on hybrid games
30(17)
Davide Spallazzo
Ilaria Mariani
3 Training perceptions through play: a case for building interactive autoethnographic experiences through Twine
47(18)
Krishna Bell
4 En(Twine)d: a feminist software analysis
65(14)
Sarah Evans
PART II Hybrid subjects
79(70)
5 The hybrid agency of hybrid play
81(17)
Frans Mayra
6 Casual bodies are hybrid bodies
98(14)
Shira Chess
7 Hybrid play in edutainment: a media archaeology approach to Math Blaster!
112(15)
Claire Carrington
8 Subjectivation in the making: the hybrid logics of productivity and play in the university makerspace
127(22)
Jessica Elam
Stephen B. Crofts Wiley
PART III Hybrid spaces
149(68)
9 Haptic play: understanding hybrid play through Pokemon GO
151(16)
Larissa Hjorth
Ingrid Richardson
Jordi Pi Era-Jimenez
10 How we deal with dark souls: the aesthetic category as a method
167(15)
Cameron Kunzelman
11 #HushHarbors: Get Out, memes, and Twitter
182(17)
Katreena E. Alder
12 "You broke Minecraft": hybrid play and the materialization of game spaces through mobile Minecraft
199(18)
Joel Schneier
Index 217
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.