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Playful Disruption of Digital Media (Hardcover, 1st ed. 2018)
Loot Price: R2,830
Discovery Miles 28 300
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Playful Disruption of Digital Media (Hardcover, 1st ed. 2018)
Series: Gaming Media and Social Effects
Expected to ship within 10 - 15 working days
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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.
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