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This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life.
Creative Practice Ethnographies examines how the collaboration between creative practice and ethnography enables scholars and practitioners to hone research strategies and methods within contemporary contexts. The authors use three heuristics-techniques, translations, and transmissions-to illustrate how this interdisciplinary strategy operates.
How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes.We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds.Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can alter the spatial composition and emotional cadence of the home. They show how mobile games connect domestic forms of play with more public forms of playfulness in urban spaces, how collaborative play (both networked and face-to-face) is incorporated into private and public play, and how touchscreens and haptic play emphasize the perception of the moving body. Hjorth and Richardson invite us to think of mobile gaming as more than a “casual” distraction but as a complex cultural practice embedded into our contemporary ways of being, knowing, and communicating.
How are intergenerational relationships playing out in and through the digital rhythms of the household? Through extensive fieldwork in Tokyo, Shanghai and Melbourne, this book ethnographically explores how households are being understood, articulated and defined by digital media practices. It investigates the rise of self-tracking, quantified self and informal practices of care at distance as part of contemporary household dynamics.
Exploring questions of both exploitation and empowerment, Understanding Social Media provides a critical conceptual toolbox for navigating the evolution and practices of social media.
Providing readers with the introduction to doing research into digital cultures and technologies, this book considers the methodological, practical and theoretical elements of digital ethnography and demonstrates how to research experiences and relationships as well as objects and events
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.
Investigates the relationship between gender, technology and various forms of mobility and immobility in the Asia-Pacific region. This book outlines various modes of gender performativity that makes the Asia-Pacific region so distinct to other regions globally. It is suitable for students of new media and gender in the Asia-Pacific region.
Games and Gaming provides a comprehensive overview of this media and how it permeates global culture in the twenty-first century.
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