In this Book

summary
In Playful Identities, 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

  1. Cover
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  1. Title Page, Copyright Page
  2. pp. 1-4
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  1. Contents
  2. pp. 5-8
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  1. 1. Homo ludens 2.0: Play, media, and identity
  2. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens
  3. pp. 9-50
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  1. Part I – Play
  1. Introduction to Part I
  2. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens
  3. pp. 53-54
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  1. 2. Playland: Technology, self, and cultural transformation
  2. Kenneth J. Gergen
  3. pp. 55-74
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  1. 3. Spiritual play: Encountering the sacred in World of Warcraft
  2. Stef Aupers
  3. pp. 75-92
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  1. 4. Playful computer interaction
  2. Daniel Cermak-Sassenrath
  3. pp. 93-110
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  1. 5. Playful identity in game design and open-ended play
  2. Menno Deen, Ben Schouten, Tilde Bekker
  3. pp. 111-130
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  1. 6. Breaking reality: Exploring pervasive cheating in Foursquare
  2. René Glas
  3. pp. 131-148
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  1. 7. Playing with bits and bytes: The savage mind in the digital age
  2. Valerie Frissen
  3. pp. 149-164
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  1. Part II – Media
  1. Introduction to Part II
  2. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens
  3. pp. 167-168
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  1. 8. Location-based mobile games: Interfaces to urban spaces
  2. Adriana de Souza e Silva & Jordan Frith
  3. pp. 169-180
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  1. 9. The playful use of mobile phones and its link to social cohesion
  2. Rich Ling
  3. pp. 181-198
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  1. 10. Digital cartographies as playful practices
  2. Sybille Lammes
  3. pp. 199-210
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  1. 11. Ludic identities and the magic circle
  2. Gordon Calleja
  3. pp. 211-224
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  1. 12. Play (for) time
  2. Patrick Crogan
  3. pp. 225-244
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  1. 13. Playful identity politics: How refugee games affect the player’s identity
  2. Joost Raessens
  3. pp. 245-260
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  1. Part III – Identity
  1. Introduction to Part III
  2. Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens
  3. pp. 263-266
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  1. 14. Playing out identities and emotions
  2. Jeroen Jansz
  3. pp. 267-280
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  1. 15. Playing with others: The identity paradoxes of the web as social network
  2. Jeroen Timmermans
  3. pp. 281-292
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  1. 16. New media, play, and social identities
  2. Leopoldina Fortunati
  3. pp. 293-306
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  1. 17. Playing life in the metropolis: Mobile media and identity in Jakarta
  2. Michiel de Lange
  3. pp. 307-320
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  1. 18. The conflicts within the casual: The culture and identity of casual online play
  2. Frans Mäyrä
  3. pp. 321-336
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  1. 19. Afterplay
  2. Jos de Mul
  3. pp. 337-346
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  1. About the authors
  2. pp. 347-352
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  1. Index of Names
  2. pp. 353-358
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  1. Index of Subjects
  2. pp. 359-366
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Additional Information

ISBN
9789048523030
Related ISBN
9789089646392
MARC Record
OCLC
1111901579
Pages
334
Launched on MUSE
2019-08-12
Language
English
Open Access
Yes
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