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Communities of Play

Communities of Play PDF Author: Celia Pearce
Publisher: MIT Press
ISBN: 026251673X
Category : Computers
Languages : en
Pages : 343

Book Description
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Communities of Play

Communities of Play PDF Author: Celia Pearce
Publisher: MIT Press
ISBN: 026251673X
Category : Computers
Languages : en
Pages : 343

Book Description
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Communities of Play

Communities of Play PDF Author: Celia Pearce
Publisher: MIT Press
ISBN: 0262291541
Category : Computers
Languages : en
Pages : 343

Book Description
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Locally Played

Locally Played PDF Author: Benjamin Stokes
Publisher: MIT Press
ISBN: 0262356937
Category : Games & Activities
Languages : en
Pages : 287

Book Description
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

Dream Play Build

Dream Play Build PDF Author: James Rojas
Publisher: Island Press
ISBN: 1642831492
Category : Architecture
Languages : en
Pages : 218

Book Description
The room is dim, the chairs are in perfectly lined rows. The city planner puts up a color-coded diagram of the street improvement project, dreading the inevitable angry responses. Jana loves her community and is glad to be able to attend the evening meeting, and she has a lot of ideas for community change. But she has a hard time hearing, and can’t see the diagrams clearly. She leaves early. It’s time to imagine a different type of community engagement – one that inspires connection, creativity, and fun. People love their communities and want them to become safer, healthier, more prosperous places. But the standard approach to public meetings somehow makes everyone miserable. Conversations that should be inspiring can become shouting matches. So what would it look like to facilitate truly meaningful discussions between citizens and planners? What if they could be fun? For twenty years, James Rojas and John Kamp have been looking to art, creative expression, and storytelling to shake up the classic community meeting. In Dream Play Build, they share their insights into building common ground and inviting active participation among diverse groups. Their approach, “Place It!,” draws on three methods: the interactive model-building workshop, the pop-up, and site exploration using our senses. Using our hands to build and create is central to what makes us human, helping spark ideas without relying on words to communicate. Deceptively playful, this method is remarkably effective at teasing out community dreams and desires from hands-on activities. Dream Play Build offers wisdom distilled from workshops held around the world, and a deep dive into the transformational approach and results from the South Colton community in southern California. While much of the process was developed through in-person meetings, the book also translates the experience to online engagement--how to make people remember their connections beyond the computer screen. Inspirational and fun, Dream Play Build celebrates the value of engaging with the dreams we have for our communities. Readers will find themselves weaving these artful, playful lessons and methods into their own efforts for making change within the landscape around them.

Communities of Practice: Art, Play, and Aesthetics in Early Childhood

Communities of Practice: Art, Play, and Aesthetics in Early Childhood PDF Author: Christopher M. Schulte
Publisher: Springer
ISBN: 3319706446
Category : Education
Languages : en
Pages : 236

Book Description
Reflecting contemporary theory and research in early art education, this volume offers a comprehensive introduction to new ways of thinking about the place of art, play, and aesthetics in the lives and education of young children. Enlivened by narratives and illustrations, 16 authors offer perspectives on the lived experience of being a child and discovering the excitement of making meaning and form in the process of art, play, and aesthetic inquiry.

Playing Well With Others

Playing Well With Others PDF Author: Lee Harrington
Publisher: SCB Distributors
ISBN: 0937609595
Category : Self-Help
Languages : en
Pages : 200

Book Description
Whether you're a trembling novice or a jaded expert, there's always something new to be discovered in the endlessly changing, complex and titillating world of kink. While there are plenty of other books out there that explain how to give a spanking or tie a half-hitch, Playing Well With Others is the first book that explains kink *culture* -- the munches, parties, leather bars, conferences, workshops, fetish nights, exploratoriums and all the other gatherings of kinksters that turn BDSM and leather from a bedroom predilection to a lifestyle and a community. You'll learn to: • Examine your own motivations, needs, wants and desires • Ease your way into established communities • Understand etiquette in different adventurous sex communities • Familiarize yourself with the many types of events available to you • Care for your relationships as you explore new territory • Negotiate for play and aftercare • Go back to the “world at large” without ruffling feathers • ...and, of course, answer the all-important question: What do you wear?! The team of Harrington and Williams offers 30-plus years of experience in diverse kink communities: top, bottom and switch; gay, bi and straight; female, male and trans; white and POC. Both former titleholders and international educators, they are an unbeatable pair of "sexual sherpas" with an inimitable voice and a great deal of wisdom. Playing Well With Others is an unprecedented and essential guidebook for anyone who wants to explore or understand the "community" aspect of the kink lifestyle.

Schooling in Disadvantaged Communities

Schooling in Disadvantaged Communities PDF Author: Carmen Mills
Publisher: Springer Science & Business Media
ISBN: 9048133440
Category : Education
Languages : en
Pages : 136

Book Description
Based on a study of one secondary school located in a disadvantaged community in Australia, this book provides a different perspective on what it means to ‘play the game’ of schooling. Drawing on the perspectives of teachers, parents and students, this book is a window through which to explore the possibilities of schooling in disadvantaged communities. The authors contend that teachers, parents and students themselves are all involved in the game of reproducing disadvantage in schooling, but similarly, they can play a part in opening up opportunities for change to enhance learning for marginalised students. Rather than only attempting to transform students, teachers should be also be concerned to transform schooling; to provide educational opportunities that transform the life experiences of and open up opportunities for all young people, especially those disadvantaged by poverty and marginalised by difference. The book is also designed to stimulate understanding of the work of Bourdieu as well as of a Bourdieuian approach to research. Seeing transformative potential in his theoretical constructs, it airs the possibility that schools can be more than mere reproducers of society.

Why We Play

Why We Play PDF Author: Roberte Hamayon
Publisher: Hau
ISBN: 9780986132568
Category : Electronic books
Languages : en
Pages : 343

Book Description
Play is one of humanity's straightforward yet deceitful ideas: though the notion is unanimously agreed upon to be universal, used for man and animal alike, nothing defines what all its manifestations share, from childish playtime to on stage drama, from sporting events to market speculation. Within the author's anthropological field of work (Mongolia and Siberia), playing holds a core position: national holidays are called "Games," echoing in that way the circus games in Ancient Rome and today's Olympics. These games convey ethical values and local identity. Roberte Hamayon bases her analysis of the playing spectrum on their scrutiny. Starting from fighting and dancing, encompassing learning, interaction, emotion and strategy, this study heads towards luck and belief as well as the ambiguity of the relation to fiction and reality. It closes by indicating two features of play: its margin and its metaphorical structure. Ultimately revealing its consistency and coherence, the author displays play as a modality of action of its own. "Playing is no 'doing' in the ordinary sense" once wrote Johan Huizinga. Isn't playing doing something else, elswhere and otherwise ?

Locally Played

Locally Played PDF Author: Benjamin Stokes
Publisher: MIT Press
ISBN: 0262043483
Category : Games & Activities
Languages : en
Pages : 287

Book Description
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

Kingdom

Kingdom PDF Author: Ben Robbins
Publisher:
ISBN: 9780983277910
Category : Role playing
Languages : en
Pages : 171

Book Description