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dc.contributor.editorde Lange, Michiel
dc.contributor.editorRaessens, Joost
dc.contributor.editorFrissen, Valerie
dc.contributor.editorLammes, Sybille
dc.contributor.editorde Mul, Jos
dc.date.accessioned2021-02-10T12:58:18Z
dc.date.issued2015
dc.date.submitted2019-12-18 16:48:03
dc.date.submitted2020-04-01T14:37:13Z
dc.date.submitted2015-02-28 23:55
dc.date.submitted2019-12-18 16:48:03
dc.date.submitted2020-04-01T14:37:13Z
dc.date.submitted2015-12-31 23:55:55
dc.date.submitted2019-12-18 16:48:03
dc.date.submitted2020-04-01T14:37:13Z
dc.identifier524070
dc.identifierOCN: 908685847
dc.identifierhttp://library.oapen.org/handle/20.500.12657/33239
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/28382
dc.description.abstractIn 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.
dc.languageEnglish
dc.relation.ispartofseriesMediaMatters
dc.rightsopen access
dc.subject.classificationbic Book Industry Communication::A The arts::AB The arts: general issues
dc.subject.classificationbic Book Industry Communication::A The arts::AF Art forms::AFK Non-graphic art forms::AFKV Electronic, holographic & video art
dc.subject.classificationbic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies
dc.subject.otherdigital media
dc.subject.otherplay
dc.subject.otherhuizinga
dc.subject.otheridentity
dc.subject.otherhomo ludens
dc.subject.otherhistory
dc.subject.otherEuropean history
dc.subject.otherdigital media
dc.subject.otherplay
dc.subject.otherhuizinga
dc.subject.otheridentity
dc.subject.otherhomo ludens
dc.subject.otherhistory
dc.subject.otherEuropean history
dc.subject.otherCasual game
dc.subject.otherFoursquare City Guide
dc.subject.otherMobile phone
dc.titlePlayful Identities
dc.title.alternativeThe Ludification of Digital Media Cultures
dc.typebook
oapen.identifier.doi10.5117/9789089646392
oapen.relation.isPublishedByde2ecbe7-1037-4e96-8c3a-5a842d921e04
oapen.relation.isFundedByfb214456-da48-4ff7-a1ee-f6407a27f6be
oapen.relation.isFundedBye0bd4373-4073-4641-9c13-774e2b3e6588
oapen.relation.isFundedBy7292b17b-f01a-4016-94d3-d7fb5ef9fb79
oapen.relation.isbn9789048523030
oapen.collectionEuropean Research Council (ERC)
oapen.collectionDutch Research Council (NWO)
oapen.pages366
oapen.place.publicationAmsterdam
oapen.grant.number283464
oapen.grant.programFP7
oapen.grant.programPlayful Identities
dc.relationisFundedBy7292b17b-f01a-4016-94d3-d7fb5ef9fb79
dc.relationisFundedByda087c60-8432-4f58-b2dd-747fc1a60025
dc.seriesnumber10
dc.redirect1005643


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