"Pearce explores a new theory of play, to help us get at the question: How do we know we are playing? The book is broken into three parts: the first explores a variety of concepts derived from social theory, the second shows how we can apply these frames in practice, and the third part then focuses on a series of specific case studies and examples"--
"Pearce explores a new theory of play, to help us get at the question: How do we know we are playing? The book is broken into three parts: the first explores a variety of concepts derived from social theory, the second shows how we can apply these frames in practice, and the third part then focuses on a series of specific case studies and examples"--Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Celia Pearce is the author of Communities of Play (MIT Press) and IndieCade: A History. Her award-winning game designs include Virtual Adventures and eBee, an electronic quilt game, which won the 2017 award for Most Innovative Board Game at the Boston Festival of Independent Games. She is also a cofounder of IndieCade and Co-Executive Director of the Playable Theatre Project.
Inhaltsangabe
Foreword Janet H. Murray Acknowledgments Introduction: The How of Play Part I: Framing This Research Introduction to Part I 1 The Social Construction of Playframes 2 Principles and Terms Part II: The Metacommunication of Play: Keying Mechanisms Introduction to Part II 3 Four Types of Rule Conveyance 4 Inter-Rule Dynamics 5 The How of Play 6 Gestalt Redux—Putting It All Together Part III: Topical Studies Introduction to Part III 7 A Trip to Dragon Con with Erving Goffman 8 “Playing with Fire”: Weddings, Real and Virtual 9 Play Money 10 “This Is Not a Game”: Alternate Reality, Alternative Facts, and the January 6 Insurrection 11 Beyond Bateson’s Monkeys: The Present and Future of Playframes Notes References Index
Foreword Janet H. Murray Acknowledgments Introduction: The How of Play Part I: Framing This Research Introduction to Part I 1 The Social Construction of Playframes 2 Principles and Terms Part II: The Metacommunication of Play: Keying Mechanisms Introduction to Part II 3 Four Types of Rule Conveyance 4 Inter-Rule Dynamics 5 The How of Play 6 Gestalt Redux—Putting It All Together Part III: Topical Studies Introduction to Part III 7 A Trip to Dragon Con with Erving Goffman 8 “Playing with Fire”: Weddings, Real and Virtual 9 Play Money 10 “This Is Not a Game”: Alternate Reality, Alternative Facts, and the January 6 Insurrection 11 Beyond Bateson’s Monkeys: The Present and Future of Playframes Notes References Index
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