ABSTRACT
In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new forms of civic engagement in a mediatized culture. The Playful Citizen explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking. We offer a pluralistic answer to such questions by bringing together scholars from different fields such as game and play studies, social sciences, and media and culture studies.
TABLE OF CONTENTS
part 1|126 pages
Ludo-literacies
chapter 3|17 pages
Analytical game design: Game-making as a cultural technique in a gamified society
part II|116 pages
Ludo-epistemologies
chapter 12|20 pages
The playful scientist: Stimulating playful communities for science practice
chapter 13|18 pages
Laborious playgrounds: Citizen science games as new modes of work/play in the digital age
part III|147 pages
Ludo-politics
