Exploring Minecraft [electronic resource] : Ethnographies of Play and Creativity / by Larissa Hjorth, Ingrid Richardson, Hugh Davies, William Balmford.
Erişim Adresi
ISBN
9783030599089
Dil Kodu
İngilizce
Yer Numarası
EK/4292
Yazar
Basım Bildirimi
1st ed. 2020.
Yayın Bilgisi
Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2020.
Fiziksel Niteleme
XIV, 189 p. 31 illus. online resource.
Dizi
Palgrave Games in Context, 2731-5037
İçindekiler Notu
1. The Phenomenon -- 2. Exploring Play -- 3. Understanding Play -- 4. Play Practices and Modalities -- 5. Metagaming and Paratextual Play -- 6. Playing at Home -- 7. Institutional Play Spaces -- 8. Playing during and post COVID-19 pandemic.
Özet, vb.
“Minecraft is undoubtedly one of the most influential games of the past decade. Exploring Minecraft brilliantly situates this multiplatform and multisensory game within today’s pervasive play culture, focusing on its role in players’ everyday lives across domestic and educational spaces, and across cultural and generational contexts. In times of social distancing, Hjorth, Richardson, Davies, and Balmford make a compelling argument for the significance of social play and creativity in everyday life. An essential resource for gamers, educators, academics, and parents interested in the interconnections between games, education, domestic life, and creative practices.” - Adriana de Souza e Silva, North Carolina State University, USA This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork intomobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambiently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, revealing new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life. Larissa Hjorth is Distinguished Professor and Director of the Design & Creative Practice Platform at RMIT University, Australia. Ingrid Richardson is Professor in the School of Media & Communication at RMIT University, Australia. Hugh Davies is a postdoctoral fellow in the Design & Creative Practice Platform at RMIT University, Australia. William Balmford has a PhD in Media & Communication from RMIT University, Australia.
Konu
Youth __ Social life and customs.
Digital media.
Technology __ Sociological aspects.
Educational technology.
Youth Culture.
Digital and New Media.
Science, Technology and Society.
Digital Education and Educational Technology.
Digital media.
Technology __ Sociological aspects.
Educational technology.
Youth Culture.
Digital and New Media.
Science, Technology and Society.
Digital Education and Educational Technology.
Kurum Adı
Eseri Alıntıla
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Dijital Kaynak
MARC Görünümü
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700 1 |aDavies, Hugh.|eauthor.|4aut|4http://id.loc.gov/vocabulary/relators/aut
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100 1 |aHjorth, Larissa.|eauthor.|4aut|4http://id.loc.gov/vocabulary/relators/aut
245 10|aExploring Minecraft|h[electronic resource] :|bEthnographies of Play and Creativity /|cby Larissa Hjorth, Ingrid Richardson, Hugh Davies, William Balmford.
250 |a1st ed. 2020.
264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2020.
300 |aXIV, 189 p. 31 illus.|bonline resource.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
347 |atext file|bPDF|2rda
490 1 |aPalgrave Games in Context,|x2731-5037
505 0 |a1. The Phenomenon -- 2. Exploring Play -- 3. Understanding Play -- 4. Play Practices and Modalities -- 5. Metagaming and Paratextual Play -- 6. Playing at Home -- 7. Institutional Play Spaces -- 8. Playing during and post COVID-19 pandemic.
520 |a“Minecraft is undoubtedly one of the most influential games of the past decade. Exploring Minecraft brilliantly situates this multiplatform and multisensory game within today’s pervasive play culture, focusing on its role in players’ everyday lives across domestic and educational spaces, and across cultural and generational contexts. In times of social distancing, Hjorth, Richardson, Davies, and Balmford make a compelling argument for the significance of social play and creativity in everyday life. An essential resource for gamers, educators, academics, and parents interested in the interconnections between games, education, domestic life, and creative practices.” - Adriana de Souza e Silva, North Carolina State University, USA This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork intomobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambiently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, revealing new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life. Larissa Hjorth is Distinguished Professor and Director of the Design & Creative Practice Platform at RMIT University, Australia. Ingrid Richardson is Professor in the School of Media & Communication at RMIT University, Australia. Hugh Davies is a postdoctoral fellow in the Design & Creative Practice Platform at RMIT University, Australia. William Balmford has a PhD in Media & Communication from RMIT University, Australia.
650 0|aYouth|xSocial life and customs.
650 0|aDigital media.
650 0|aTechnology|xSociological aspects.
650 0|aEducational technology.
650 14|aYouth Culture.
650 24|aDigital and New Media.
650 24|aScience, Technology and Society.
650 24|aDigital Education and Educational Technology.
700 1 |aRichardson, Ingrid.|eauthor.|0(orcid)0000-0001-8448-5778|1https://orcid.org/0000-0001-8448-5778|4aut|4http://id.loc.gov/vocabulary/relators/aut
700 1 |aDavies, Hugh.|eauthor.|4aut|4http://id.loc.gov/vocabulary/relators/aut
700 1 |aBalmford, William.|eauthor.|4aut|4http://id.loc.gov/vocabulary/relators/aut
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9783030599072
776 08|iPrinted edition:|z9783030599096
776 08|iPrinted edition:|z9783030599102
830 0|aPalgrave Games in Context,|x2731-5037
856 40|uhttps://doi.org/10.1007/978-3-030-59908-9
912 |aZDB-2-LCM
912 |aZDB-2-SXL
950 |aLiterature, Cultural and Media Studies (SpringerNature-41173)
950 |aLiterature, Cultural and Media Studies (R0) (SpringerNature-43723)
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