Limit search to available items
Record 33 of 88
Previous Record Next Record
Book Cover
E-book
Author Giddings, Seth, author.

Title Gameworlds : virtual media and children's everyday play / Seth Giddings
Published New York : Bloomsbury, 2014

Copies

Description 1 online resource (vii, 184 pages) : illustrations
Contents Cover; Contents; Acknowledgements; List of Illustrations; Introduction; 1 Virtual and Actual Worlds; 2 Virtual Media and Children's Everyday Play; 3 Microethology: Methods for Studying Gameworlds; 4 Media Worlds; 5 Soft Worlds: Play with Computers; 6 Play Grounds: The Material and Immaterial in Play; 7 Real Worlds: Realities, Virtualities and the Protopolitics of Play; Bibliography; Index
Summary 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
Notes Title from PDF title page (viewed on August 11, 2014)
Bibliography Includes bibliographical references and index
Notes Compliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily
Subject Video games and children.
Video games -- Social aspects
Video games -- Psychological aspects
Digital media -- Social aspects
Digital media -- Psychological aspects
Play.
play (recreation)
Extra-curricular activities.
Media studies.
FAMILY & RELATIONSHIPS -- General.
Digital media -- Social aspects.
Play.
Video games and children.
Video games -- Psychological aspects.
Video games -- Social aspects.
Form Electronic book
ISBN 9781623563899
1623563895
9781623568023
1623568021
1623566320
9781623566326
132214608X
9781322146089
9781501300233
1501300237
1501318292
9781501318290