Play Between Worlds

Play Between Worlds

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  • Author: T. L. Taylor
  • Publisher: MIT Press
  • ISBN: 0262250543
  • Category : Computers
  • Languages : en
  • Pages : 206

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.


Worlds in Play

Worlds in Play

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  • Author: Suzanne De Castell
  • Publisher: Peter Lang
  • ISBN: 9780820486437
  • Category : Art
  • Languages : en
  • Pages : 364

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»


Inventing Imaginary Worlds

Inventing Imaginary Worlds

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  • Author: Michele Root-Bernstein
  • Publisher: Rowman & Littlefield
  • ISBN: 1475809808
  • Category : Education
  • Languages : en
  • Pages : 285

How can parents, educators, business leaders and policy makers nurture creativity, prepare for inventiveness and stimulate innovation? One compelling answer, this book argues, lies in fostering the invention of imaginary worlds, a.k.a. worldplay. First emerging in middle childhood, this complex form of make-believe draws lifelong energy from the fruitful combustions of play, imagination and creativity. Unfortunately, trends in modern life conspire to break down the synergies of creative play with imaginary worlds. Unstructured playtime in childhood has all but disappeared. Invent-it-yourself make-believe places have all but succumbed in adolescence to ready-made computer games. Adults are discouraged from playing as a waste of time with no relevance to the workplace. Narrow notions of creativity exile the fictive imagination to fantasy arts. And yet, as Michele Root-Bernstein demonstrates by means of historical inquiry, quantitative study and contemporary interview, spontaneous worldplay in childhood develops creative potential, and strategic worldplay in adulthood inspires innovations in the sciences and social sciences as well as the arts and literature. Inventing imaginary worlds develops the skills society needs for inventing the future. For more on Inventing Imaginary Worlds, check out: www.inventingimaginaryworlds.com


Play World

Play World

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  • Author: James E. Combs
  • Publisher: Praeger
  • ISBN:
  • Category : Education
  • Languages : en
  • Pages : 194

The dynamics of play - The pragmatics of play - The futuristics of play : the prospect for the ludenic condition.


The Modern Stage and Other Worlds (Routledge Revivals)

The Modern Stage and Other Worlds (Routledge Revivals)

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  • Author: Austin E. Quigley
  • Publisher: Routledge
  • ISBN: 131761965X
  • Category : Performing Arts
  • Languages : en
  • Pages : 339

Modern plays are strikingly diverse and, as a result, any attempt to locate an underlying unity between them encounters difficulties: to focus on what they have in common is often to overlook what is of primary importance in particular plays; to focus on their differences is to note the novelty of the plays without increasing their accessibility. In this study, first published in 1985, Austin E. Quigley takes as his paradigm case the relationship between the world of the stage and the world of the audience, and explores various modes of communication between domains. He asks how changes in the structure of the drama relate to changes in the structure of the theatre, and changes in the role of the audience. Detailed interpretations of plays by Pinero, Ibsen, Strindberg, Brecht, Ionesco, Beckett and Pinter question principles about the modern theatre and establish links between drama structure and theatre structure, theme, and performance space.


Worlds Beyond

Worlds Beyond

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  • Author: Laura Forsberg
  • Publisher: Yale University Press
  • ISBN: 0300233817
  • Category : Literary Criticism
  • Languages : en
  • Pages : 297

An innovative study of how the Victorians used books, portraits, fairies, microscopes, and dollhouses to imagine miniature worlds beyond perception In 1856, Elizabeth Gaskell discovered a trove of handmade miniature books that were created by Charlotte and Branwell Brontë in their youth and that, as Gaskell later recalled, "contained an immense amount of manuscript, in an inconceivably small space." Far from being singular wonders, these two-inch volumes were part of a wide array of miniature marvels that filled the drawers and pockets of middle- and upper-class Victorians. Victorian miniatures pushed the boundaries of scientific knowledge, mechanical production, and human perception. To touch a miniature was to imagine what lay beyond these boundaries. In Worlds Beyond, Laura Forsberg reads major works of fiction by George Eliot, Jane Austen, Charles Dickens, and Lewis Carroll alongside minor genres like the doll narrative, fairy science tract, and thumb Bible. Forsberg guides readers through microscopic science, art history, children's culture, and book production to show how Victorian miniatures offered scripts for expansive fantasies of worlds beyond perception.


Storybook Worlds Made Real

Storybook Worlds Made Real

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  • Author: Kathy Merlock Jackson
  • Publisher: McFarland
  • ISBN: 147664585X
  • Category : Literary Criticism
  • Languages : en
  • Pages : 293

Memorable children's narratives immerse readers in imaginary worlds that bring them into the story. Some of these places have been constructed in the real world--like Pinocchio's Tuscany or Anne of Green Gables' Prince Edward Island--where visitors relive their favorite childhood tales. Theme parks like Walt Disney World and Harry Potter World use technology to engineer enchanting environments that reconnect visitors with beloved fictional settings and characters in new ways. This collection of new essays explores the imagined places we loved as kids, with a focus on the meaning of setting and its power to shape the way we view the world.


The Worlds of John Wick

The Worlds of John Wick

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  • Author: Caitlin G. Watt
  • Publisher: Indiana University Press
  • ISBN: 025306242X
  • Category : Art
  • Languages : en
  • Pages : 457

Each John Wick film has earned more money and recognition than its predecessor, defying the conventional wisdom about the box office's action movie landscape, normally dominated by superhero movies and science fiction epics. As The Worlds of John Wick explores, the worldbuilding of John Wick offers thrills that you simply can't find anywhere else. The franchise's plot combines familiar elements of the revenge thriller and crime film with seamlessly coordinated action. One of its most distinctive appeals, however, is the detailed and multifaceted fictional world—or rather, worlds—it constructs. The contributors to this volume consider everything from fight sequences, action aesthetics, and stunts to grief, cinematic space and time, and gender performance to map these worlds and explore how their range and depth make John Wick a hit. A deep dive into this popular neo-noir franchise, The Worlds of John Wick celebrates and complicates the cult phenomenon that is John Wick.


Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

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  • Author: Ferdig, Richard E.
  • Publisher: IGI Global
  • ISBN: 1466640197
  • Category : Education
  • Languages : en
  • Pages : 361

Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.


The Worlds of S. An-sky

The Worlds of S. An-sky

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  • Author: Gabriella Safran
  • Publisher: Stanford University Press
  • ISBN: 9780804753449
  • Category : Biography & Autobiography
  • Languages : en
  • Pages : 580

The author of "The Dybbuk," Shloyme-Zanvl Rappoport, known as An-sky (1863-1920), was a figure of immense versatility and also ambiguity in Russian and Jewish intellectual, literary, and political spheres. Drawing together leading historians, ethnographers, literary scholars, and others, this far-ranging, multi-disciplinary examination of An-sky is the fullest ever produced.