Please use this identifier to cite or link to this item: http://localhost:8080/xmlui/handle/123456789/129115
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dc.contributor.authorFrissen ,Valerie
dc.contributor.authorLammes ,Sybille
dc.contributor.authorde Lange ,Michiel
dc.contributor.authorde Mul ,Jos
dc.contributor.authorRaessens ,Joost
dc.date.accessioned2017-04-30T13:28:47Z-
dc.date.available2017-04-30T13:28:47Z-
dc.date.issued2015
dc.identifier.isbn9789089646392
dc.identifier.urihttp://hdl.handle.net/123456789/129115-
dc.description.abstractIn 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.
dc.language.isoeng
dc.publisherAmsterdam University Press
dc.relation.urihttp://www.oapen.org/record/524070
dc.rights.uriCC BY-NC-ND (姓名標示-非商業性-禁止改作)
dc.sourceOAPEN
dc.subject.classificationMedia studies
dc.subject.otherDigital media
dc.subject.otherPlay
dc.subject.otherIdentity
dc.subject.otherHuizinga
dc.subject.otherHomo Ludens
dc.titlePlayful Identities: The Ludification of Digital Media Cultures
dc.type電子教課書
dc.classification社會科學類
Theme:教科書-社會科學類

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