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
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