Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory cultures, players do not simply play with toys designed behind closed doors but become co-designers. This book takes a critical look at the advantages and disadvantages of participatory cultures and places the changing world of toys, games and playing in a historical context. Contrary to many New Media and computer game studies, this book takes the his...
The same computer games are played by youths all over the world, and worldwide games become matters ...
Computer games are, as a relatively new genre of games, highly contested and they have instigated he...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Increasingly, technology is at stake in toys, games and playing. With the immense popularity of comp...
The current analyses of games is conducted in games studies at the sociological, aesthetical and eco...
The Immersive Playground. Game As DromenonThe current analyses of games is conducted in games studie...
International audienceThis book is a state-of-the-art look at where toys have come from and where th...
Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Pl...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
Culture can be defined as the set of beliefs, traditions, values, customs, and norms specific to a g...
This dissertation provides an analysis of, and critical commentary on, the practice of playfulness a...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
Since Johan Huizinga’s Homo Ludens, 1938, few books have treated adult play at an abstract level usi...
This co-written chapter was included in an edited book featuring invited authors from different coun...
The role of technology in socio-economic development is at the heart of ICTD (ICTs for development)....
The same computer games are played by youths all over the world, and worldwide games become matters ...
Computer games are, as a relatively new genre of games, highly contested and they have instigated he...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Increasingly, technology is at stake in toys, games and playing. With the immense popularity of comp...
The current analyses of games is conducted in games studies at the sociological, aesthetical and eco...
The Immersive Playground. Game As DromenonThe current analyses of games is conducted in games studie...
International audienceThis book is a state-of-the-art look at where toys have come from and where th...
Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Pl...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
Culture can be defined as the set of beliefs, traditions, values, customs, and norms specific to a g...
This dissertation provides an analysis of, and critical commentary on, the practice of playfulness a...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
Since Johan Huizinga’s Homo Ludens, 1938, few books have treated adult play at an abstract level usi...
This co-written chapter was included in an edited book featuring invited authors from different coun...
The role of technology in socio-economic development is at the heart of ICTD (ICTs for development)....
The same computer games are played by youths all over the world, and worldwide games become matters ...
Computer games are, as a relatively new genre of games, highly contested and they have instigated he...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...