Worlds In Play


Worlds In Play
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Worlds In Play


Worlds In Play
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Author : Suzanne De Castell
language : en
Publisher: Peter Lang
Release Date : 2007

Worlds In Play written by Suzanne De Castell and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Art categories.


Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»



Play Between Worlds


Play Between Worlds
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Author : T. L. Taylor
language : en
Publisher: MIT Press
Release Date : 2009-02-13

Play Between Worlds written by T. L. Taylor and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-02-13 with Computers categories.


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.



Playground Worlds


Playground Worlds
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Author : Jaakko Stenros
language : en
Publisher:
Release Date : 2008

Playground Worlds written by Jaakko Stenros and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Fantasy games categories.




Communities Of Play


Communities Of Play
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Author : Celia Pearce
language : en
Publisher: MIT Press
Release Date : 2011-09-30

Communities Of Play written by Celia Pearce and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-09-30 with Computers categories.


The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.



Gameworlds


Gameworlds
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Author : Seth Giddings
language : en
Publisher:
Release Date : 2014

Gameworlds written by Seth Giddings and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with FAMILY & RELATIONSHIPS categories.


Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The ''gameworlds'' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested.



The State Of Play


The State Of Play
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Author : Jack Balkin
language : en
Publisher: NYU Press
Release Date : 2006-11-01

The State Of Play written by Jack Balkin and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-11-01 with Law categories.


The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.



Shared Fantasy


Shared Fantasy
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Author : Gary Alan Fine
language : en
Publisher: University of Chicago Press
Release Date : 2002-08-14

Shared Fantasy written by Gary Alan Fine and has been published by University of Chicago Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002-08-14 with Games & Activities categories.


This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.



Heroic Worlds


Heroic Worlds
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Author : Lawrence Schick
language : en
Publisher:
Release Date : 1991

Heroic Worlds written by Lawrence Schick and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1991 with Fantasy games categories.


This history of role-playing games such as Dungeons and Dragons explains their evolution and gives complete definitions and descriptions for related game products. Arriving on the scene in 1973, such games caught on rapidly and spawned a thriving industry. These games are regularly played improvisations, with rules that allow for consistent resolution of action, in which heroic characters created by the players battle enemies or solve mysteries. Featuring essays by eighteen top industry designers, Heroic Worlds explains the evolution of role-playing games and their influence on other forms of entertainment. The art and jargon of game design, play, and collection are defined in detail.



Inventing Imaginary Worlds


Inventing Imaginary Worlds
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Author : Michele Root-Bernstein
language : en
Publisher: Rowman & Littlefield
Release Date : 2014-06-18

Inventing Imaginary Worlds written by Michele Root-Bernstein and has been published by Rowman & Littlefield this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-18 with Education categories.


How can parents, educators, business leaders and policy makers nurture creativity, prepare for inventiveness and stimulate innovation? One compelling answer, this book argues, lies in fostering the invention of imaginary worlds, a.k.a. worldplay. First emerging in middle childhood, this complex form of make-believe draws lifelong energy from the fruitful combustions of play, imagination and creativity. Unfortunately, trends in modern life conspire to break down the synergies of creative play with imaginary worlds. Unstructured playtime in childhood has all but disappeared. Invent-it-yourself make-believe places have all but succumbed in adolescence to ready-made computer games. Adults are discouraged from playing as a waste of time with no relevance to the workplace. Narrow notions of creativity exile the fictive imagination to fantasy arts. And yet, as Michele Root-Bernstein demonstrates by means of historical inquiry, quantitative study and contemporary interview, spontaneous worldplay in childhood develops creative potential, and strategic worldplay in adulthood inspires innovations in the sciences and social sciences as well as the arts and literature. Inventing imaginary worlds develops the skills society needs for inventing the future. For more on Inventing Imaginary Worlds, check out: www.inventingimaginaryworlds.com



The Worlds Of John Wick


The Worlds Of John Wick
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Author : Caitlin G. Watt
language : en
Publisher: Indiana University Press
Release Date : 2022-05-10

The Worlds Of John Wick written by Caitlin G. Watt and has been published by Indiana University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-10 with Art categories.


Each John Wick film has earned more money and recognition than its predecessor, defying the conventional wisdom about the box office's action movie landscape, normally dominated by superhero movies and science fiction epics. As The Worlds of John Wick explores, the worldbuilding of John Wick offers thrills that you simply can't find anywhere else. The franchise's plot combines familiar elements of the revenge thriller and crime film with seamlessly coordinated action. One of its most distinctive appeals, however, is the detailed and multifaceted fictional world—or rather, worlds—it constructs. The contributors to this volume consider everything from fight sequences, action aesthetics, and stunts to grief, cinematic space and time, and gender performance to map these worlds and explore how their range and depth make John Wick a hit. A deep dive into this popular neo-noir franchise, The Worlds of John Wick celebrates and complicates the cult phenomenon that is John Wick.