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Western digital game play has shifted in important ways over the
last decade, with a plethora of personal devices affording a range
of increasingly diverse play experiences. Despite the celebration
of a more inclusive environment of digital game play, very little
grounded research has been devoted to the examination of familial
play and the domestication of digital games, as opposed to evolving
public and educational contexts. This book is the first study to
provide a situated investigation of the site of family play- the
shared spaces and private places of gameplay within the domestic
sphere. It carries out an empirically grounded and critical
analysis of what marketing and sales discourses about shifts in the
digital games audience actually look like in the space of the home,
as well as the social and cultural role these ludic technologies
take in the everyday practices of the family in the domestic
context. It examines the material realities of video game
technologies in the home; including time management and spatial
organization, as well as the discursive role these devices play in
discussions of technological competence and its complex
relationship to age, generational differences, and gender
performance. Harvey's interdisciplinary approach and innovative
methodology will hold great critical appeal for those studying
digital culture, children's media, and feminist studies of new
media, as well as critical theories of technology and leisure and
sport theory.
Western digital game play has shifted in important ways over the
last decade, with a plethora of personal devices affording a range
of increasingly diverse play experiences. Despite the celebration
of a more inclusive environment of digital game play, very little
grounded research has been devoted to the examination of familial
play and the domestication of digital games, as opposed to evolving
public and educational contexts. This book is the first study to
provide a situated investigation of the site of family play- the
shared spaces and private places of gameplay within the domestic
sphere. It carries out an empirically grounded and critical
analysis of what marketing and sales discourses about shifts in the
digital games audience actually look like in the space of the home,
as well as the social and cultural role these ludic technologies
take in the everyday practices of the family in the domestic
context. It examines the material realities of video game
technologies in the home; including time management and spatial
organization, as well as the discursive role these devices play in
discussions of technological competence and its complex
relationship to age, generational differences, and gender
performance. Harvey's interdisciplinary approach and innovative
methodology will hold great critical appeal for those studying
digital culture, children's media, and feminist studies of new
media, as well as critical theories of technology and leisure and
sport theory.
Together with the Olympics, world's fairs are one of the few
regular international events of sufficient scale to showcase a
spectrum of sights, wonders, learning opportunities, technological
advances, and new (or renewed) urban districts, and to present them
all to a mass audience. Meet Me at the Fair: A World's Fair Reader
breaks new ground in scholarship on world's fairs by incorporating
a number of short new texts that investigate world's fairs in their
multiple aspects: political, urban/architectural, anthropological/
sociological, technological, commercial, popular, and
representational. In taking the measure of both the material
artifacts and the larger cultural production of world's fairs, the
volume presents its own phantasmagoria of disciplinary
perspectives, historical periods, geographical locales, media, and
messages, mirroring the microcosmic form of the world's fair
itself.
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.
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