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. Pokémon, ...
The academic study of computer and video games is a rapidly growing field. This article surveys its ...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Game studies is a rapidly developing field across the world, with a growing number of dedicated cour...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
This chapter presents an analysis of ethnographic data from the project Children's Playground Games ...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
There are two ways to understand play: one is to observe it, the other is to participate in it. Sinc...
conferences (e.g. Games, Learning, & Society), print publications (e.g. Games & Culture), a...
The growth of interest in virtual worlds and other online spaces for children and young people raise...
This research investigated play as a leading activity for children in a digitally-mediated environme...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
The academic study of computer and video games is a rapidly growing field. This article surveys its ...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Game studies is a rapidly developing field across the world, with a growing number of dedicated cour...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
This chapter presents an analysis of ethnographic data from the project Children's Playground Games ...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
There are two ways to understand play: one is to observe it, the other is to participate in it. Sinc...
conferences (e.g. Games, Learning, & Society), print publications (e.g. Games & Culture), a...
The growth of interest in virtual worlds and other online spaces for children and young people raise...
This research investigated play as a leading activity for children in a digitally-mediated environme...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
The academic study of computer and video games is a rapidly growing field. This article surveys its ...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...