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.
TABLE OF CONTENTS
Size: 0.31 MB
part I|113 pages
Play
Title
Size: 0.07 MB
Size: 0.16 MB
Size: 0.17 MB
Size: 0.16 MB
Size: 0.37 MB
Size: 0.16 MB
Size: 0.14 MB
part II|96 pages
Media
Title
Size: 0.07 MB
Size: 0.12 MB
Size: 0.28 MB
Size: 0.56 MB
Size: 0.13 MB
Size: 0.71 MB
Size: 0.15 MB
part III|85 pages
Identity
Title
Size: 0.07 MB
Size: 0.14 MB
Size: 0.13 MB
Size: 0.13 MB
Size: 0.22 MB
chapter 18|15 pages
The conflicts within the casual: The culture and identity of casual online play
Title
Size: 0.94 MB
Size: 0.11 MB
