Playing Real

Playing Real
Author :
Publisher : Northwestern University Press
Total Pages : 258
Release :
ISBN-10 : 9780810143074
ISBN-13 : 0810143070
Rating : 4/5 (74 Downloads)

Synopsis Playing Real by : Lindsay Brandon Hunter

Playing Real: Mimesis, Media, and Mischief explores the integration and interaction of mimetic theatricality and representational media in twentieth- and twenty‐first-century performance. It brings together carefully chosen sites of performance—including live broadcasts of theatrical productions, reality television, and alternate-reality gaming—in which mediatization and mimesis compete and collude to represent the real to audiences. Lindsay Brandon Hunter reads such performances as forcing confrontation between notions of authenticity, sincerity, and spontaneity and their various others: the fake, the feigned, the staged, or the rehearsed. Each site examined in Playing Real purports to show audiences something real—real theater, real housewives, real alternative scenarios—which is simultaneously visible as overtly constructed, adulterated by artifice and artificiality. The integration of mediatization and theatricality in these performances, Hunter argues, exploits the proclivities of both to conjure the real even as they risk corrupting the perception of authenticity by imbricating it with artifice and overt manipulation. Although the performances analyzed obscure boundaries separating actual from virtual, genuine from artificial, and truth from fiction, Hunter rejects the notion that these productions imperil the “real.” She insists on uncertainty as a fertile site for productive and pleasurable mischief—including relationships to realness and authenticity among both audience and participants.

Literacies Across Media

Literacies Across Media
Author :
Publisher : Routledge
Total Pages : 216
Release :
ISBN-10 : 9781134133819
ISBN-13 : 1134133812
Rating : 4/5 (19 Downloads)

Synopsis Literacies Across Media by : Margaret Mackey

This thought-provoking, fascinating and highly informative text offers both a vivid account of a group of young readers coming to terms with texts and a radical perspective on the growth of a generation of young readers.

Second Person

Second Person
Author :
Publisher : MIT Press
Total Pages : 428
Release :
ISBN-10 : 9780262514187
ISBN-13 : 0262514184
Rating : 4/5 (87 Downloads)

Synopsis Second Person by : Pat Harrigan

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

Gameworlds

Gameworlds
Author :
Publisher : Bloomsbury Publishing USA
Total Pages : 193
Release :
ISBN-10 : 9781623566326
ISBN-13 : 1623566320
Rating : 4/5 (26 Downloads)

Synopsis Gameworlds by : Seth Giddings

Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pok�mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Quality Play and Media

Quality Play and Media
Author :
Publisher : Australian Council on Children and the Media
Total Pages : 101
Release :
ISBN-10 : 9780987097514
ISBN-13 : 0987097512
Rating : 4/5 (14 Downloads)

Synopsis Quality Play and Media by : Kate Highfield

In the early years, children learn mostly through play. Their receptive young minds are formed and their physical skills are developed as they begin to explore the world around them. They learn how to get along with others as they develop social skills and learn how to handle their emotions. What impact is using digital technology having on how children are developing? Is it harming them or is it helping them? What role do parents and caregivers have in all this? These are some of the questions this e-book sets out to answer. Some of our best minds contribute important ideas on what parents, educators and caregivers need to know about the impact of electronic media on our children’s development. More importantly they offer us guidance on what we can do to avoid the pitfalls and make use of the ways it can enhance children’s learning.

Changing Play: Play, Media And Commercial Culture From The 1950s To The Present Day

Changing Play: Play, Media And Commercial Culture From The 1950s To The Present Day
Author :
Publisher : McGraw-Hill Education (UK)
Total Pages : 202
Release :
ISBN-10 : 9780335247578
ISBN-13 : 0335247571
Rating : 4/5 (78 Downloads)

Synopsis Changing Play: Play, Media And Commercial Culture From The 1950s To The Present Day by : Marsh, Jackie

The aim of this book is to offer an informed account of changes in the nature of the relationship between play, media and commercial culture in England through an analysis of play in the 1950s/60s and the present day.

Identity and Play in Interactive Digital Media

Identity and Play in Interactive Digital Media
Author :
Publisher : Routledge
Total Pages : 274
Release :
ISBN-10 : 9781315390765
ISBN-13 : 1315390760
Rating : 4/5 (65 Downloads)

Synopsis Identity and Play in Interactive Digital Media by : Sara M. Cole

Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.

Playing at Narratology: Digital Media as Narrative Theory

Playing at Narratology: Digital Media as Narrative Theory
Author :
Publisher :
Total Pages : 180
Release :
ISBN-10 : 0814255507
ISBN-13 : 9780814255506
Rating : 4/5 (07 Downloads)

Synopsis Playing at Narratology: Digital Media as Narrative Theory by : Daniel Punday

Argues that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts, revealing complexity and unexplored potential.

Media Technologies for Work and Play in East Asia

Media Technologies for Work and Play in East Asia
Author :
Publisher : Policy Press
Total Pages : 312
Release :
ISBN-10 : 9781529213379
ISBN-13 : 1529213371
Rating : 4/5 (79 Downloads)

Synopsis Media Technologies for Work and Play in East Asia by : Lee, Micky

Media technologies for play have become major industries in Japan and South Korea. Even in North Korea, citizens bypass the state to enjoy popular culture. At the same time, corporations and governments encourage people to produce economic values through play. The first comparative study of media technologies in Japan and the two Koreas, this book illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies. Drawing from political economy, cultural studies and technology studies, this book will be essential reading for researchers and students of media technologies and popular culture in Northeast Asia.

Playing with Image Transfers

Playing with Image Transfers
Author :
Publisher :
Total Pages : 147
Release :
ISBN-10 : 9781592538560
ISBN-13 : 1592538568
Rating : 4/5 (60 Downloads)

Synopsis Playing with Image Transfers by : Courtney Cerruti

Playing With Image Transfers teaches you the four image transfer methods: Packing Tape, Solvent, Medium, and Acrylic transfers and includes project ideas and an image gallery for added inspiration.