Play and Culture
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Recent papers in Play and Culture
Dit boek beschrijft een methode waarmee studenten, met behulp van gameprincipes en filosofie, meer eigenaar kunnen worden van hun studie. Het is geschreven voor docenten en studenten. Deel I gaat over eigenaarschap, spelen en ontwerpen,... more
Online computer games are increasingly seen by game studies and industry as `more than games', i.e., places where players form and maintain relationships by playing together. However, currently, these practices of playing together and... more
Productivity, to some extent, is a by-product of all video games: game players are constantly forced to be productive with their avatars, making the best of in-game resources. Productive play also often comes from games such as Wii Fit... more
The 16th century in Italy saw the emergence of a new social class, with an ideology regarding the relationship between men and women distinct from those of the post-classical (medieval) aristocracy. The games which emerged in this time... more
This book, written for both teachers and students, describes a method for helping students gain ownership of their studies. The method, a combination of game principles and philosophy, is based on Johan Huizinga’s concept of Homo Ludens... more
The interface of play and conflict has been well reflected upon in artworks as well as theory (Flanagan 2009:105, Hammonds in Williams 2011:39).1 Huizinga’s discussion of war and play in ‘Homo Ludens’, traces the origins of both, which he... more
Massively multiplayer online role-playing games (MMORPGs) produce dynamic socio-ludic worlds that nurture both culture and gameplay to shape experiences. Despite the persistent nature of these games, however, the virtual spaces that... more
Every Friday four adult actors entered a K-1 classroom and performed another scene from Lewis's novel, The Lion, the Witch and the Wardrobe. Every Monday the students in this class found a few of the words from the book, words... more
Every Friday four adult actors entered a K-1 classroom and performed another scene from Lewis's novel, The Lion, the Witch and the Wardrobe. Every Monday the students in this class found a few of the words from the book, words... more
Account of the use of Polaroids in two films by Wim Wenders, concentrating on questions of experiment and play. Also considers absorption of old media by new, and new by old.
The popularity of massively multiplayer online role-playing games (MMORPGs) has created a unique, heavily populated virtual reality wherein player characters are explicitly differentiated by the physical characteristics of their avatars.... more
A growing amount of content is published worldwide every day by millions of social media users. Most of this content is public, permanent, and searchable. At the same time, the number of studies proposing different techniques and... more
Every Friday four adult actors entered a K-1 classroom and performed another scene from Lewis's novel, The Lion, the Witch and the Wardrobe. Every Monday the students in this class found a few of the words from the book, words... more
Performance and play with our material world are ubiquitous to the human experience from childhood and throughout our adult lives. This chapter explores how matter is made sacred, giving theopoetic witness to and transfiguring our bond... more
This paper examines the strategies and theories involved in the creation of a virtual habitat; the island Syncretia located in the virtual world of Second Life®. The island is comprised of a series of narrative/play installations, which... more