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02109nma a2200469 u 4500 |
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220825 ||| eng |
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|a 9789048523030
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020 |
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|a 9789089646392
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100 |
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|a de Lange, Michiel
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245 |
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0 |
|a Playful Identities
|h Elektronische Ressource
|b The Ludification of Digital Media Cultures
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260 |
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|a Amsterdam
|b Amsterdam University Press
|c 2015
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300 |
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|a 366 p.
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653 |
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|a Casual game
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653 |
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|a history
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653 |
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|a play
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653 |
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|a digital media
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653 |
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|a The arts: general topics
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653 |
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|a identity
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653 |
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|a Mobile phone
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653 |
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|a Digital, video and new media arts
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653 |
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|a European history
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653 |
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|a huizinga
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653 |
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|a Media studies
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653 |
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|a Foursquare City Guide
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653 |
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|a homo ludens
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700 |
1 |
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|a Raessens, Joost
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700 |
1 |
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|a Frissen, Valerie
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700 |
1 |
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|a Lammes, Sybille
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041 |
0 |
7 |
|a eng
|2 ISO 639-2
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989 |
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|b OAPEN
|a OAPEN
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490 |
0 |
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|a MediaMatters
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500 |
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|a Creative Commons (cc), https://creativecommons.org/licenses/by-nc-nd/3.0/
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028 |
5 |
0 |
|a 10.5117/9789089646392
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856 |
4 |
0 |
|u https://library.oapen.org/bitstream/id/1a197c8f-75e4-45fb-b4b3-e9c6756d273b/524070.pdf
|x Verlag
|3 Volltext
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856 |
4 |
2 |
|u http://library.oapen.org/handle/20.500.12657/33239
|z OAPEN Library: description of the publication
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|a 900
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|a 700
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|a In 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.
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