Playful disruption of digital media. ([2018])
- Record Type:
- Book
- Title:
- Playful disruption of digital media. ([2018])
- Main Title:
- Playful disruption of digital media
- Further Information:
- Note: Daniel Cermak-Sassenrath editor.
- Editors:
- Cermak-Sassenrath, Daniel
- Contents:
- Intro; 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. 3.1 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. 1 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; 3Intro; 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. 3.1 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. 1 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. 7 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. … (more)
- Publisher Details:
- Singapore : Springer
- Publication Date:
- 2018
- Copyright Date:
- 2018
- Extent:
- 1 online resource
- Subjects:
- 302.231
Interactive multimedia
Human-computer interaction
Computer games
PSYCHOLOGY -- Social Psychology
Computer games
Human-computer interaction
Interactive multimedia
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9789811018916
9811018898
9789811018893 - Related ISBNs:
- 981101891X
9789811018893 - Notes:
- Note: Includes bibliographical references and index.
Note: Vendor-supplied metadata. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.405396
- Ingest File:
- 02_471.xml