Description |
1 online resource (xli, 224 pages) : illustrations |
Series |
Routledge Advances in Game Studies |
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Routledge advances in game studies.
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Contents |
Intro -- Half Title -- Series Page -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- List of figures -- List of contributors -- Acknowledgments -- Hybrid Play Glossary -- Introduction: understanding hybrid play -- Part I Hybrid making -- 1 You start it: a dialogue with Nick Tandavanitj from Blast Theory -- 2 Keeping coherence across thresholds: a narrative perspective on hybrid games -- 3 Training perceptions through play: a case for building interactive autoethnographic experiences through Twine -- 4 En(Twine)d: a feminist software analysis -- Part II Hybrid subjects |
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5 The hybrid agency of hybrid play -- 6 Casual bodies are hybrid bodies -- 7 Hybrid play in edutainment: a media archaeology approach to Math Blaster! -- 8 Subjectivation in the making: the hybrid logics of productivity and play in the university makerspace -- Part III Hybrid spaces -- 9 Haptic play: understanding hybrid play through Pokémon GO -- 10 How we deal with dark souls: the aesthetic category as a method -- 11 #HushHarbors: Get Out, memes, and Twitter -- 12 "You broke Minecraft": hybrid play and the materialization of game spaces through mobile Minecraft -- Index |
Summary |
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 |
Bibliography |
Includes bibliographical references and index |
Notes |
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 |
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Print version record |
Subject |
Video games -- Design.
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GAMES -- Video & Electronic.
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COMPUTERS -- Interactive & Multimedia.
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Video games -- Design.
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Form |
Electronic book
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Author |
Silva, Adriana de Souza e, editor.
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Glover, Ragan LeAnn, editor.
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ISBN |
9781000042351 |
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1000042359 |
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1000042332 |
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9781000042344 |
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1000042340 |
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9780367855055 |
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0367855054 |
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9781000042337 |
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