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This book is one of the outcomes of the COST Action TD139 “LUDI – Play for Children with Disabilities" (2014–2018), a multidisciplinary network of European researchers and practitioners devoted to the theme of play from different perspectives. This book contributes to the LUDI reflection about play, by reviewing the existing knowledge on play evaluation and by presenting tools and methodologies for play assessment.
play --- playfulness --- evaluation --- assessment --- observation, play-based
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Running and Clicking examines how Future Narratives push against the confines of their medium: Studying Future Narratives in movies, interactive films, and other electronic media that allow for nodes, this volume demonstrates how the dividing line between film and game is progressively dissolved. Focused on traditional mass media, transitional media, and new media, it also touches on transmedial storytelling and virtual reality, discussions of the political power of the imaginary and of the possible fate of Future Narratives in the post-human hegemony of the simulated real.
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This volume examines the structure of text-based Future Narratives in the widest sense, including choose-your-own-adventure books, forking-path novels, combinatorial literature, hypertexts, interactive fiction, and alternate reality games. How ´radical` can printed Future Narratives really be, given the constraints of their media? When exactly do they not only play with the mere idea of multiple continuations, but actually stage genuine openness and potentiality? Process-rather than product-oriented, text-based Future Narratives are seen as performative and contingent systems, simulating their own emergence.
Play --- Text --- Performance --- Future --- Digital
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This book explores the magic of spontaneous play self-organized by children. Outdoor play must be encouraged in kindergarten, in school and in community settings. Today, much of the time and play of children is organized by adults. This book is about the magic of self-organized play.Children express joy and independence in outdoor play. The author takes us along to play venues outdoors, showing us how cliffs, trees and groves are cherished sites of play. The book presents findings from two research projects on outdoor play, one from a kindergarten setting, one from school setting. In her research, Merete Lund Fasting has followed children in their play in the woods, along cliffs, in playgrounds and biking in their near surroundings, providing her with unique insights into the world of play.
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Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film.
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The needs of children and parents about play when the child has a disability are explored by mean on surveys to disability associations and families were collected during 2016 in 30 countries by members of the EU COST LUDI network Play for children with disability.The users' needs concerning play for children with disabilities are also explored by mean of case studies at a country level, based on literature reviews of avialable reports and emprirical studies in Finland, Lithuania and Sweden.
play --- children --- disability --- parents --- users' needs
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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.
digital media --- play --- huizinga --- identity --- homo ludens --- history --- European history
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Within two years of the success of his first play Die Räuber on the German stage in 1781, Schiller wrote a drama based on a rebellion in sixteenth century Italy, its title: The Conspiracy of Fiesco at Genoa. A Republican Tragedy. At the head of the conspiracy stood Gian Luigi de’ Fieschi (1524-1547), Schiller’s Count Fiesco, a clever, courageous and charismatic figure, an epicurean and unhesitant egoist, politically ambitious, but unsure of his aims and principles. He is one of Schiller’s mysterious, protean characters who secures both our admiration and disgust. With Fiesco as tragic hero Schiller examines the complex entanglement of morality and politics in his own times that was to preoccupy him throughout his career.The play was a moderate success when performed in Mannheim in 1784; it was more popular in Berlin where, during Schiller’s lifetime, it was performed many times in a version by Carl Plümicke, which however radically altered the play’s meaning. There have been some noteworthy productions on the German stage and television, even if it has remained somewhat in the shadow of Schiller’ other works. In the English-speaking world it is all but unknown and very seldom performed. This translation aims to remedy that oversight.
Friedrich Schiller --- drama --- Fiesco --- conspiracy --- Genoa --- play --- translation
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How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.
keyboards (music) history --- musical performance history --- electronic games --- play
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The early days when digital games were new, harmless, and a niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, “Diversity of Play” provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg.
Gamification --- Diversity --- Play Studies --- Game Studies --- Gothic --- Narratology --- Ludology --- Ludification
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