Digital Playgrounds
Title | Digital Playgrounds PDF eBook |
Author | Sara M. Grimes |
Publisher | University of Toronto Press |
Pages | 367 |
Release | 2021-07-30 |
Genre | Social Science |
ISBN | 1442668202 |
Digital Playgrounds explores the key developments, trends, debates, and controversies that have shaped children’s commercial digital play spaces over the past two decades. It argues that children’s online playgrounds, virtual worlds, and connected games are much more than mere sources of fun and diversion – they serve as the sites of complex negotiations of power between children, parents, developers, politicians, and other actors with a stake in determining what, how, and where children’s play unfolds. Through an innovative, transdisciplinary framework combining science and technology studies, critical communication studies, and children’s cultural studies, Digital Playgrounds focuses on the contents and contexts of actual technological artefacts as a necessary entry point for understanding the meanings and politics of children’s digital play. The discussion draws on several research studies on a wide range of digital playgrounds designed and marketed to children aged six to twelve years, revealing how various problematic tendencies prevent most digital play spaces from effectively supporting children’s culture, rights, and – ironically – play. Digital Playgrounds lays the groundwork for a critical reconsideration of how existing approaches might be used in the development of new regulation, as well as best practices for the industries involved in making children’s digital play spaces. In so doing, it argues that children’s online play spaces be reimagined as a crucial new form of public sphere in which children’s rights and digital citizenship must be prioritized.
Connected Play
Title | Connected Play PDF eBook |
Author | Yasmin B. Kafai |
Publisher | MIT Press |
Pages | 211 |
Release | 2013-10-11 |
Genre | Computers |
ISBN | 0262019930 |
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Playable Cities
Title | Playable Cities PDF eBook |
Author | Anton Nijholt |
Publisher | Springer |
Pages | 256 |
Release | 2016-10-14 |
Genre | Technology & Engineering |
ISBN | 9811019622 |
This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.
The Game Mindcraft
Title | The Game Mindcraft PDF eBook |
Author | Huxley Rivers |
Publisher | Publifye AS |
Pages | 218 |
Release | 2024-10-05 |
Genre | Computers |
ISBN | 8233932280 |
""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.
Playing Software
Title | Playing Software PDF eBook |
Author | Miguel Sicart |
Publisher | MIT Press |
Pages | 205 |
Release | 2023-02-14 |
Genre | Social Science |
ISBN | 0262373173 |
The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software’s agency through play. As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.
Mediatized Fan Play
Title | Mediatized Fan Play PDF eBook |
Author | Line Nybro Petersen |
Publisher | Routledge |
Pages | 159 |
Release | 2022-04-10 |
Genre | Social Science |
ISBN | 1351001825 |
Addressing fans’ digital practices, this book places fans’ play at the centre of a networked mainstream culture that seems to increasingly cater to, amalgamate with and adapt to fans’ mediatized play. Through case studies of the fan communities of the Hamilton musical, and Norwegian streaming hit SKAM, along with examples from many other online fan communities, the book dives into how fans navigate and create play rules as part of their community-building in a networked digital landscape and how they use the digital affordances of social media to engage in language play. It analyses the role of mediatized fan play in the context of political culture and identifies processes of fanization as fans’ play moods and modes are integrated into politics. Finally, the book discusses the role of fan play in the context of the global conspiracy theory, QAnon, as those instigating the conspiracy and those who are fans of the movement engage in dark play and deep play, respectively. The book suggests that we might understand fan communities as pioneer communities in the sense that there is increased value placed on fans’ mood work and fan play is integrated into other societal domains. This is an engaging book for scholars and students studying media studies and cultural studies, particularly courses on fan studies, film studies, television studies and mediatization.
Understanding Kids, Play, and Interactive Design
Title | Understanding Kids, Play, and Interactive Design PDF eBook |
Author | Mark Schlichting |
Publisher | CRC Press |
Pages | 747 |
Release | 2019-09-23 |
Genre | Computers |
ISBN | 0429664834 |
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds