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dc.contributor.authorCermak-Sassenrath, Daniel, ; editor ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:21:28Z-
dc.date.available2020-05-17T08:21:28Z-
dc.date.issued2018en_US
dc.identifier.isbn9789811018916 ; (electronic bk.) ;en_US
dc.identifier.isbn981101891X ; (electronic bk.) ;en_US
dc.identifier.isbn9789811018893 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/738-
dc.descriptionen_US
dc.descriptionOhio Library and Information Network. ; no95058981 ;en_US
dc.descriptionen_US
dc.descriptionAvailable to OhioLINK libraries ;en_US
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9789811018893 ;en_US
dc.descriptionen_US
dc.description.abstractThis book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens nexte Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play ;en_US
dc.description.statementofresponsibilityDaniel Cermak-Sassenrath editoren_US
dc.description.tableofcontentsIntro; Foreword; Contents; Editor and Contributors; Introduction; Part I: Learning, Reflection and Identity; Part II: System, Society, Empowerment; Part III: Mis-use, Struggle, Control; Part IV: Place, Reality, Meaning; Acknowledgements; References; Learning, Reflection and Identity; Questions Over Answers: Reflective Game Design; 1 Introduction; 2 Reflection, Learning and Games; 3 Reflection in Mainstream Game Design; 3.1 Serious Games; 3.2 Entertainment Games; 4 Reflection in Interaction Design; 4.1 Critical Design; 4.2 Reflective Design; 5 Experimental Games; 6 Reflective Game Design ;en_US
dc.description.tableofcontents3.1 Blending of Forms and Contents Blurs Actual and Virtual Boundaries3.2 Blending of Contents Blurs Moral Boundaries; 4 Querulousness in Play, Art, and the World Around Us; 5 Conclusion; References; 4 The Phylogeny of Play; Abstract; 1 Milestone 1: Locomotor Control; 2 Milestone 2: Hunting Play; 3 Milestone 3: Rock-Throwing Play; 4 Milestone 4: Manipulative Play; 5 Milestone 5: Cognitive Play; 6 Ontogeny and Phylogeny of Play; 7 Lessons; 5 Dingbats Fucktory; System, Society, Empowerment; 6 Destabilizing Playgrounds: Cartographical Interfaces, Mutability, Risk and Play; Abstract ;en_US
dc.description.tableofcontents1 Digital Mapping2 The Digital as Ludification; 3 Playing the Map: The Mutable Image; 4 50 Shades of Play; 5 Putting Players in the Map: Risk, Power, and Play; 6 Deep Play, Open Play and the Power of Tinkering; Acknowledgements; References; 7 Crafting Through Playing; Abstract; 1 Introduction; 2 Mapping the Field; 3 Playing as Crafting; 4 Productivity and Critique; 5 Machinima; 6 Conclusion; References; 8 Playmakers in the Maldives; Abstract; 1 Background; 2 Conversations and Collaborations; 3 The Games; 4 The Hunt for the Yellow Banana; 5 Maldives Trading; 6 Dreams in a Bottle ;en_US
dc.description.tableofcontents7 Bite-Sized Water Games-Jelly Stomp and Poison Sea8 Operation Noose; 9 The Goat Herder and the Fainting Goats; 10 Maaja Making; 11 Venice Biennale; 12 Conclusion; Acknowledgements; References; 9 A Civilized Society; Mis-use, Struggle, Control; 10 Sonification in an Artistic Context; Abstract; 1 Introduction; 2 Towards a Definition of Sonification Art; 3 Auditory Display: Definitions, Types, and Functions; 4 Sonification Modes; 5 Sonification and Composition; 6 Towards a Definition of Sonification in an Artistic Context; 7 Towards a Definition; 8 Data, Their Mapping, and the Sounding Result ;en_US
dc.format.extent1 online resource ;en_US
dc.format.extentIncludes bibliographical references and index ;en_US
dc.publisherSpringer,en_US
dc.relation.ispartofseriesGaming media and social effects ;en_US
dc.relation.ispartofseriesGaming media and social effects. ; no2014026306 ;en_US
dc.relation.haspart9789811018916.pdfen_US
dc.subjectInteractive multimedia. ;sh90004922 ;en_US
dc.subjectHuman-computer interaction. ;sh88003229 ;en_US
dc.subjectComputer games. ;sh85029499 ;en_US
dc.subject.ddc302.231 ; 23 ;en_US
dc.subject.lccQA76.76.I59 ;en_US
dc.titlePlayful disruption of digital mediaen_US
dc.title.alternativeSpringerLink ;en_US
dc.title.alternativeSpringer ebooks. ; OCU ;en_US
dc.typeBooken_US
dc.publisher.placeSingapore :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
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9789811018916.pdf11.57 MBAdobe PDFThumbnail
Preview File
Full metadata record
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dc.contributor.authorCermak-Sassenrath, Daniel, ; editor ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:21:28Z-
dc.date.available2020-05-17T08:21:28Z-
dc.date.issued2018en_US
dc.identifier.isbn9789811018916 ; (electronic bk.) ;en_US
dc.identifier.isbn981101891X ; (electronic bk.) ;en_US
dc.identifier.isbn9789811018893 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/738-
dc.descriptionen_US
dc.descriptionOhio Library and Information Network. ; no95058981 ;en_US
dc.descriptionen_US
dc.descriptionAvailable to OhioLINK libraries ;en_US
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9789811018893 ;en_US
dc.descriptionen_US
dc.description.abstractThis book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens nexte Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play ;en_US
dc.description.statementofresponsibilityDaniel Cermak-Sassenrath editoren_US
dc.description.tableofcontentsIntro; Foreword; Contents; Editor and Contributors; Introduction; Part I: Learning, Reflection and Identity; Part II: System, Society, Empowerment; Part III: Mis-use, Struggle, Control; Part IV: Place, Reality, Meaning; Acknowledgements; References; Learning, Reflection and Identity; Questions Over Answers: Reflective Game Design; 1 Introduction; 2 Reflection, Learning and Games; 3 Reflection in Mainstream Game Design; 3.1 Serious Games; 3.2 Entertainment Games; 4 Reflection in Interaction Design; 4.1 Critical Design; 4.2 Reflective Design; 5 Experimental Games; 6 Reflective Game Design ;en_US
dc.description.tableofcontents3.1 Blending of Forms and Contents Blurs Actual and Virtual Boundaries3.2 Blending of Contents Blurs Moral Boundaries; 4 Querulousness in Play, Art, and the World Around Us; 5 Conclusion; References; 4 The Phylogeny of Play; Abstract; 1 Milestone 1: Locomotor Control; 2 Milestone 2: Hunting Play; 3 Milestone 3: Rock-Throwing Play; 4 Milestone 4: Manipulative Play; 5 Milestone 5: Cognitive Play; 6 Ontogeny and Phylogeny of Play; 7 Lessons; 5 Dingbats Fucktory; System, Society, Empowerment; 6 Destabilizing Playgrounds: Cartographical Interfaces, Mutability, Risk and Play; Abstract ;en_US
dc.description.tableofcontents1 Digital Mapping2 The Digital as Ludification; 3 Playing the Map: The Mutable Image; 4 50 Shades of Play; 5 Putting Players in the Map: Risk, Power, and Play; 6 Deep Play, Open Play and the Power of Tinkering; Acknowledgements; References; 7 Crafting Through Playing; Abstract; 1 Introduction; 2 Mapping the Field; 3 Playing as Crafting; 4 Productivity and Critique; 5 Machinima; 6 Conclusion; References; 8 Playmakers in the Maldives; Abstract; 1 Background; 2 Conversations and Collaborations; 3 The Games; 4 The Hunt for the Yellow Banana; 5 Maldives Trading; 6 Dreams in a Bottle ;en_US
dc.description.tableofcontents7 Bite-Sized Water Games-Jelly Stomp and Poison Sea8 Operation Noose; 9 The Goat Herder and the Fainting Goats; 10 Maaja Making; 11 Venice Biennale; 12 Conclusion; Acknowledgements; References; 9 A Civilized Society; Mis-use, Struggle, Control; 10 Sonification in an Artistic Context; Abstract; 1 Introduction; 2 Towards a Definition of Sonification Art; 3 Auditory Display: Definitions, Types, and Functions; 4 Sonification Modes; 5 Sonification and Composition; 6 Towards a Definition of Sonification in an Artistic Context; 7 Towards a Definition; 8 Data, Their Mapping, and the Sounding Result ;en_US
dc.format.extent1 online resource ;en_US
dc.format.extentIncludes bibliographical references and index ;en_US
dc.publisherSpringer,en_US
dc.relation.ispartofseriesGaming media and social effects ;en_US
dc.relation.ispartofseriesGaming media and social effects. ; no2014026306 ;en_US
dc.relation.haspart9789811018916.pdfen_US
dc.subjectInteractive multimedia. ;sh90004922 ;en_US
dc.subjectHuman-computer interaction. ;sh88003229 ;en_US
dc.subjectComputer games. ;sh85029499 ;en_US
dc.subject.ddc302.231 ; 23 ;en_US
dc.subject.lccQA76.76.I59 ;en_US
dc.titlePlayful disruption of digital mediaen_US
dc.title.alternativeSpringerLink ;en_US
dc.title.alternativeSpringer ebooks. ; OCU ;en_US
dc.typeBooken_US
dc.publisher.placeSingapore :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9789811018916.pdf11.57 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorCermak-Sassenrath, Daniel, ; editor ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:21:28Z-
dc.date.available2020-05-17T08:21:28Z-
dc.date.issued2018en_US
dc.identifier.isbn9789811018916 ; (electronic bk.) ;en_US
dc.identifier.isbn981101891X ; (electronic bk.) ;en_US
dc.identifier.isbn9789811018893 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/738-
dc.descriptionen_US
dc.descriptionOhio Library and Information Network. ; no95058981 ;en_US
dc.descriptionen_US
dc.descriptionAvailable to OhioLINK libraries ;en_US
dc.descriptionen_US
dc.descriptionPrinted edition: ; 9789811018893 ;en_US
dc.descriptionen_US
dc.description.abstractThis book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens nexte Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play ;en_US
dc.description.statementofresponsibilityDaniel Cermak-Sassenrath editoren_US
dc.description.tableofcontentsIntro; Foreword; Contents; Editor and Contributors; Introduction; Part I: Learning, Reflection and Identity; Part II: System, Society, Empowerment; Part III: Mis-use, Struggle, Control; Part IV: Place, Reality, Meaning; Acknowledgements; References; Learning, Reflection and Identity; Questions Over Answers: Reflective Game Design; 1 Introduction; 2 Reflection, Learning and Games; 3 Reflection in Mainstream Game Design; 3.1 Serious Games; 3.2 Entertainment Games; 4 Reflection in Interaction Design; 4.1 Critical Design; 4.2 Reflective Design; 5 Experimental Games; 6 Reflective Game Design ;en_US
dc.description.tableofcontents3.1 Blending of Forms and Contents Blurs Actual and Virtual Boundaries3.2 Blending of Contents Blurs Moral Boundaries; 4 Querulousness in Play, Art, and the World Around Us; 5 Conclusion; References; 4 The Phylogeny of Play; Abstract; 1 Milestone 1: Locomotor Control; 2 Milestone 2: Hunting Play; 3 Milestone 3: Rock-Throwing Play; 4 Milestone 4: Manipulative Play; 5 Milestone 5: Cognitive Play; 6 Ontogeny and Phylogeny of Play; 7 Lessons; 5 Dingbats Fucktory; System, Society, Empowerment; 6 Destabilizing Playgrounds: Cartographical Interfaces, Mutability, Risk and Play; Abstract ;en_US
dc.description.tableofcontents1 Digital Mapping2 The Digital as Ludification; 3 Playing the Map: The Mutable Image; 4 50 Shades of Play; 5 Putting Players in the Map: Risk, Power, and Play; 6 Deep Play, Open Play and the Power of Tinkering; Acknowledgements; References; 7 Crafting Through Playing; Abstract; 1 Introduction; 2 Mapping the Field; 3 Playing as Crafting; 4 Productivity and Critique; 5 Machinima; 6 Conclusion; References; 8 Playmakers in the Maldives; Abstract; 1 Background; 2 Conversations and Collaborations; 3 The Games; 4 The Hunt for the Yellow Banana; 5 Maldives Trading; 6 Dreams in a Bottle ;en_US
dc.description.tableofcontents7 Bite-Sized Water Games-Jelly Stomp and Poison Sea8 Operation Noose; 9 The Goat Herder and the Fainting Goats; 10 Maaja Making; 11 Venice Biennale; 12 Conclusion; Acknowledgements; References; 9 A Civilized Society; Mis-use, Struggle, Control; 10 Sonification in an Artistic Context; Abstract; 1 Introduction; 2 Towards a Definition of Sonification Art; 3 Auditory Display: Definitions, Types, and Functions; 4 Sonification Modes; 5 Sonification and Composition; 6 Towards a Definition of Sonification in an Artistic Context; 7 Towards a Definition; 8 Data, Their Mapping, and the Sounding Result ;en_US
dc.format.extent1 online resource ;en_US
dc.format.extentIncludes bibliographical references and index ;en_US
dc.publisherSpringer,en_US
dc.relation.ispartofseriesGaming media and social effects ;en_US
dc.relation.ispartofseriesGaming media and social effects. ; no2014026306 ;en_US
dc.relation.haspart9789811018916.pdfen_US
dc.subjectInteractive multimedia. ;sh90004922 ;en_US
dc.subjectHuman-computer interaction. ;sh88003229 ;en_US
dc.subjectComputer games. ;sh85029499 ;en_US
dc.subject.ddc302.231 ; 23 ;en_US
dc.subject.lccQA76.76.I59 ;en_US
dc.titlePlayful disruption of digital mediaen_US
dc.title.alternativeSpringerLink ;en_US
dc.title.alternativeSpringer ebooks. ; OCU ;en_US
dc.typeBooken_US
dc.publisher.placeSingapore :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9789811018916.pdf11.57 MBAdobe PDFThumbnail
Preview File