ABSTRACT

In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.

part I|113 pages

Play

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chapter 4|18 pages

Playful computer interaction

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part II|96 pages

Media

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chapter 10|12 pages

Digital cartographies as playful practices

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chapter 11|14 pages

Ludic identities and the magic circle

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chapter 12|20 pages

Play (for) time

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part III|85 pages

Identity

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chapter 14|14 pages

Playing out identities and emotions

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chapter 19|9 pages

Afterplay

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