Playful Materialities : : The Stuff That Games Are Made Of.
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Superior document: | Bild und Bit Series ; v.14 |
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Place / Publishing House: | Bielefeld : : Transcript Verlag,, 2022. Ã2022. |
Year of Publication: | 2022 |
Edition: | 1st ed. |
Language: | English |
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Beil, Benjamin. Playful Materialities : The Stuff That Games Are Made Of. 1st ed. Bielefeld : Transcript Verlag, 2022. Ã2022. 1 online resource (404 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Bild und Bit Series ; v.14 Intro -- Table of Contents -- Preface and Acknowledgments -- Acknowledgments -- Places -- Vegas, Disney, and the Metaverse -- I Understanding Anticipation: Non-Synchronism & -- Future Places -- II Framing Las Vegas: Disney & -- Digital -- III Anticipating Augmented Realities: 1950s -- IV Anticipating the Ultimate Display: 1960s -- V Anticipating Virtual Worlds: 1990s -- VI Anticipating Virtual Design: 1990s -- VII Anticipating Virtual Agency: 1990s -- VIII Anticipating Virtual Play: 1990s -- IX Re-Framing Las Vegas: Anticipating the Metaverse -- Literature -- Filmography -- Gameography -- Augmenting Materialities -- Introduction -- Ludifying Materialities -- Merging Materialities -- Designing Materialities -- Conclusion -- Literature -- Gameography -- Exhibits -- Let's Play the Exhibition! -- Introduction: What Is a Museum Experience? -- The Kid A Mnesia Exhibition -- Project Biography -- Let's Play the Exhibition! -- Spatiality -- Context: Games and Virtual Exhibitions -- Conclusion: Digital Materiality -- Literature -- Gameography -- To Craft a Game Arts Curators Kit -- The Assembly of Contributing Video Game Curators -- A Snapshot of Video Game Curation in the 2010s -- Intentions Behind the GACK -- Structure of the GACK Writing Process -- The GACK in Summary -- Analysis and Themes of the GACK -- Conclusion -- Literature -- On Chainsaws and Display Cases -- Prologue: The Chainsaw Controller -- Digital Media at the Museum -- Medium Exhibition -- Video Game Exhibitions I: Beginnings -- Video Game Exhibitions II: -- Differentiations (in Germany) -- Video Game Exhibitions III: -- Challenges and Opportunities -- Computer Game Exhibitions IV: -- Praise of the Display Case -- Epilogue: Display Cases, Again -- Literature -- Gameography -- Modifications -- Unpacking the Blackbox of 'Normal Gaming' -- Introduction. Silencing the Controller and Unpacking the Blackbox of 'Normal Gaming' -- Controller Research: From Problematic A Prioris to En-/Disabling Practices -- Intermezzo: Hacking and Working Around -- Many Modes of Play: Dennis Winkens' Adaptive Control -- Conclusion -- Literature -- Being a Child Again Through Gameplay -- Introduction: (The Lack of) Child Perspectives in Video Games -- Dark, Playful, or Blended- -- Different Approaches to Playing a Child -- Position, Perception, Projection- Making Playable Child Perspectives Relatable -- Childlike Positioning -- Childlike Perception/Comprehension -- Projection Surface vs. Individual Experience -- Nostalgia and Retro -- Approaches and Relatability -- BackSeat-Sitting Simulator with Child Perspective -- Plot Structure -- Aiming for Relatability -- Mini-Games and More-Playful Materialities in BackSeat -- Concluding Thoughts -- Literature -- Filmography -- Gameography -- Lego Level Up -- Introduction: How to Read a Game? -- Panofsky in the Post-Apocalypse: -- Game Literacy Models in Formal Learning Environments -- The Lego Level Up Workshops -- Focus 1: Storytelling, Games, Game Mechanics -- Focus 2: From the Analog to the Digital Labyrinth -- Findings from the Workshop I: Gender -- Findings from the Workshop II: Game Diversity and Media Literacy -- Findings from the Workshop III: The Role of the Game Material -- Dario's Box -- Outlook: Postdigital Building Blocks of Game Literacies-in the Distortion Mirror of Participatory Culture -- Literature -- Gameography -- Pieces -- Beyond Pawns and Meeples -- Introduction: Why Analog Game Figures? -- Actors, Agency, Affordances: Game Figures in Ludic Networks -- The Stuff That Games Are Made Of: Materiality as Prerequisite of Play -- The Politics of Materiality: Cultural Dimensions of Game Figures. What Does a Chocolate Knight Taste Like? Aisthetic Experiences with Game Figures -- Destructions and Creations: Transformations of Game Figures -- Conclusion: Why Not Analog and Digital Game Figures? -- Literature -- Gameography -- Online Resources -- Have We Left the Paperverse Yet? -- At the End of the Paperverse? -- The Development of the First Paper Games in the Late Middle Ages -- Endless Paper: Alan Turing and the Computer -- Paper Prototypes in Game Design -- The Limitations of Experience and Moore's Law -- No Game is an Island: Mapping -- The Infocom Era of "Feelies" -- Conclusion -- Literature -- Gameography -- Keep the Innovation Rolling -- Introduction: Toward a Culture of Dice Games -- The Material Fascination Of Dice -- Finding Information About Dice Games -- Finding Innovative Dice Usages in Games -- The Top-Ranked Games Related to Dice at BGG -- Complementing the Tables: Other Dice Games Identified by Hobby Gamers -- Conclusion -- Literature -- Gameography -- Immateriality and Immortality -- Dolls, Plushies, and Plastic Figurines -- Tactile Nostalgia -- Playing as Possession: Haunted Dolls in Video Games -- Toys as Materialized Fictions -- Conclusion -- Literature -- Gameography -- Contributors. Description based on publisher supplied metadata and other sources. Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. Electronic books. Freyermuth, Gundolf S. Schmidt, Hanns Christian. Rusch, Raven. Print version: Beil, Benjamin Playful Materialities Bielefeld : Transcript Verlag,c2022 ProQuest (Firm) Bild und Bit Series https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=30469312 Click to View |
language |
English |
format |
eBook |
author |
Beil, Benjamin. |
spellingShingle |
Beil, Benjamin. Playful Materialities : The Stuff That Games Are Made Of. Bild und Bit Series ; Intro -- Table of Contents -- Preface and Acknowledgments -- Acknowledgments -- Places -- Vegas, Disney, and the Metaverse -- I Understanding Anticipation: Non-Synchronism & -- Future Places -- II Framing Las Vegas: Disney & -- Digital -- III Anticipating Augmented Realities: 1950s -- IV Anticipating the Ultimate Display: 1960s -- V Anticipating Virtual Worlds: 1990s -- VI Anticipating Virtual Design: 1990s -- VII Anticipating Virtual Agency: 1990s -- VIII Anticipating Virtual Play: 1990s -- IX Re-Framing Las Vegas: Anticipating the Metaverse -- Literature -- Filmography -- Gameography -- Augmenting Materialities -- Introduction -- Ludifying Materialities -- Merging Materialities -- Designing Materialities -- Conclusion -- Literature -- Gameography -- Exhibits -- Let's Play the Exhibition! -- Introduction: What Is a Museum Experience? -- The Kid A Mnesia Exhibition -- Project Biography -- Let's Play the Exhibition! -- Spatiality -- Context: Games and Virtual Exhibitions -- Conclusion: Digital Materiality -- Literature -- Gameography -- To Craft a Game Arts Curators Kit -- The Assembly of Contributing Video Game Curators -- A Snapshot of Video Game Curation in the 2010s -- Intentions Behind the GACK -- Structure of the GACK Writing Process -- The GACK in Summary -- Analysis and Themes of the GACK -- Conclusion -- Literature -- On Chainsaws and Display Cases -- Prologue: The Chainsaw Controller -- Digital Media at the Museum -- Medium Exhibition -- Video Game Exhibitions I: Beginnings -- Video Game Exhibitions II: -- Differentiations (in Germany) -- Video Game Exhibitions III: -- Challenges and Opportunities -- Computer Game Exhibitions IV: -- Praise of the Display Case -- Epilogue: Display Cases, Again -- Literature -- Gameography -- Modifications -- Unpacking the Blackbox of 'Normal Gaming' -- Introduction. Silencing the Controller and Unpacking the Blackbox of 'Normal Gaming' -- Controller Research: From Problematic A Prioris to En-/Disabling Practices -- Intermezzo: Hacking and Working Around -- Many Modes of Play: Dennis Winkens' Adaptive Control -- Conclusion -- Literature -- Being a Child Again Through Gameplay -- Introduction: (The Lack of) Child Perspectives in Video Games -- Dark, Playful, or Blended- -- Different Approaches to Playing a Child -- Position, Perception, Projection- Making Playable Child Perspectives Relatable -- Childlike Positioning -- Childlike Perception/Comprehension -- Projection Surface vs. Individual Experience -- Nostalgia and Retro -- Approaches and Relatability -- BackSeat-Sitting Simulator with Child Perspective -- Plot Structure -- Aiming for Relatability -- Mini-Games and More-Playful Materialities in BackSeat -- Concluding Thoughts -- Literature -- Filmography -- Gameography -- Lego Level Up -- Introduction: How to Read a Game? -- Panofsky in the Post-Apocalypse: -- Game Literacy Models in Formal Learning Environments -- The Lego Level Up Workshops -- Focus 1: Storytelling, Games, Game Mechanics -- Focus 2: From the Analog to the Digital Labyrinth -- Findings from the Workshop I: Gender -- Findings from the Workshop II: Game Diversity and Media Literacy -- Findings from the Workshop III: The Role of the Game Material -- Dario's Box -- Outlook: Postdigital Building Blocks of Game Literacies-in the Distortion Mirror of Participatory Culture -- Literature -- Gameography -- Pieces -- Beyond Pawns and Meeples -- Introduction: Why Analog Game Figures? -- Actors, Agency, Affordances: Game Figures in Ludic Networks -- The Stuff That Games Are Made Of: Materiality as Prerequisite of Play -- The Politics of Materiality: Cultural Dimensions of Game Figures. What Does a Chocolate Knight Taste Like? Aisthetic Experiences with Game Figures -- Destructions and Creations: Transformations of Game Figures -- Conclusion: Why Not Analog and Digital Game Figures? -- Literature -- Gameography -- Online Resources -- Have We Left the Paperverse Yet? -- At the End of the Paperverse? -- The Development of the First Paper Games in the Late Middle Ages -- Endless Paper: Alan Turing and the Computer -- Paper Prototypes in Game Design -- The Limitations of Experience and Moore's Law -- No Game is an Island: Mapping -- The Infocom Era of "Feelies" -- Conclusion -- Literature -- Gameography -- Keep the Innovation Rolling -- Introduction: Toward a Culture of Dice Games -- The Material Fascination Of Dice -- Finding Information About Dice Games -- Finding Innovative Dice Usages in Games -- The Top-Ranked Games Related to Dice at BGG -- Complementing the Tables: Other Dice Games Identified by Hobby Gamers -- Conclusion -- Literature -- Gameography -- Immateriality and Immortality -- Dolls, Plushies, and Plastic Figurines -- Tactile Nostalgia -- Playing as Possession: Haunted Dolls in Video Games -- Toys as Materialized Fictions -- Conclusion -- Literature -- Gameography -- Contributors. |
author_facet |
Beil, Benjamin. Freyermuth, Gundolf S. Schmidt, Hanns Christian. Rusch, Raven. |
author_variant |
b b bb |
author2 |
Freyermuth, Gundolf S. Schmidt, Hanns Christian. Rusch, Raven. |
author2_variant |
g s f gs gsf h c s hc hcs r r rr |
author2_role |
TeilnehmendeR TeilnehmendeR TeilnehmendeR |
author_sort |
Beil, Benjamin. |
title |
Playful Materialities : The Stuff That Games Are Made Of. |
title_sub |
The Stuff That Games Are Made Of. |
title_full |
Playful Materialities : The Stuff That Games Are Made Of. |
title_fullStr |
Playful Materialities : The Stuff That Games Are Made Of. |
title_full_unstemmed |
Playful Materialities : The Stuff That Games Are Made Of. |
title_auth |
Playful Materialities : The Stuff That Games Are Made Of. |
title_new |
Playful Materialities : |
title_sort |
playful materialities : the stuff that games are made of. |
series |
Bild und Bit Series ; |
series2 |
Bild und Bit Series ; |
publisher |
Transcript Verlag, |
publishDate |
2022 |
physical |
1 online resource (404 pages) |
edition |
1st ed. |
contents |
Intro -- Table of Contents -- Preface and Acknowledgments -- Acknowledgments -- Places -- Vegas, Disney, and the Metaverse -- I Understanding Anticipation: Non-Synchronism & -- Future Places -- II Framing Las Vegas: Disney & -- Digital -- III Anticipating Augmented Realities: 1950s -- IV Anticipating the Ultimate Display: 1960s -- V Anticipating Virtual Worlds: 1990s -- VI Anticipating Virtual Design: 1990s -- VII Anticipating Virtual Agency: 1990s -- VIII Anticipating Virtual Play: 1990s -- IX Re-Framing Las Vegas: Anticipating the Metaverse -- Literature -- Filmography -- Gameography -- Augmenting Materialities -- Introduction -- Ludifying Materialities -- Merging Materialities -- Designing Materialities -- Conclusion -- Literature -- Gameography -- Exhibits -- Let's Play the Exhibition! -- Introduction: What Is a Museum Experience? -- The Kid A Mnesia Exhibition -- Project Biography -- Let's Play the Exhibition! -- Spatiality -- Context: Games and Virtual Exhibitions -- Conclusion: Digital Materiality -- Literature -- Gameography -- To Craft a Game Arts Curators Kit -- The Assembly of Contributing Video Game Curators -- A Snapshot of Video Game Curation in the 2010s -- Intentions Behind the GACK -- Structure of the GACK Writing Process -- The GACK in Summary -- Analysis and Themes of the GACK -- Conclusion -- Literature -- On Chainsaws and Display Cases -- Prologue: The Chainsaw Controller -- Digital Media at the Museum -- Medium Exhibition -- Video Game Exhibitions I: Beginnings -- Video Game Exhibitions II: -- Differentiations (in Germany) -- Video Game Exhibitions III: -- Challenges and Opportunities -- Computer Game Exhibitions IV: -- Praise of the Display Case -- Epilogue: Display Cases, Again -- Literature -- Gameography -- Modifications -- Unpacking the Blackbox of 'Normal Gaming' -- Introduction. Silencing the Controller and Unpacking the Blackbox of 'Normal Gaming' -- Controller Research: From Problematic A Prioris to En-/Disabling Practices -- Intermezzo: Hacking and Working Around -- Many Modes of Play: Dennis Winkens' Adaptive Control -- Conclusion -- Literature -- Being a Child Again Through Gameplay -- Introduction: (The Lack of) Child Perspectives in Video Games -- Dark, Playful, or Blended- -- Different Approaches to Playing a Child -- Position, Perception, Projection- Making Playable Child Perspectives Relatable -- Childlike Positioning -- Childlike Perception/Comprehension -- Projection Surface vs. Individual Experience -- Nostalgia and Retro -- Approaches and Relatability -- BackSeat-Sitting Simulator with Child Perspective -- Plot Structure -- Aiming for Relatability -- Mini-Games and More-Playful Materialities in BackSeat -- Concluding Thoughts -- Literature -- Filmography -- Gameography -- Lego Level Up -- Introduction: How to Read a Game? -- Panofsky in the Post-Apocalypse: -- Game Literacy Models in Formal Learning Environments -- The Lego Level Up Workshops -- Focus 1: Storytelling, Games, Game Mechanics -- Focus 2: From the Analog to the Digital Labyrinth -- Findings from the Workshop I: Gender -- Findings from the Workshop II: Game Diversity and Media Literacy -- Findings from the Workshop III: The Role of the Game Material -- Dario's Box -- Outlook: Postdigital Building Blocks of Game Literacies-in the Distortion Mirror of Participatory Culture -- Literature -- Gameography -- Pieces -- Beyond Pawns and Meeples -- Introduction: Why Analog Game Figures? -- Actors, Agency, Affordances: Game Figures in Ludic Networks -- The Stuff That Games Are Made Of: Materiality as Prerequisite of Play -- The Politics of Materiality: Cultural Dimensions of Game Figures. What Does a Chocolate Knight Taste Like? Aisthetic Experiences with Game Figures -- Destructions and Creations: Transformations of Game Figures -- Conclusion: Why Not Analog and Digital Game Figures? -- Literature -- Gameography -- Online Resources -- Have We Left the Paperverse Yet? -- At the End of the Paperverse? -- The Development of the First Paper Games in the Late Middle Ages -- Endless Paper: Alan Turing and the Computer -- Paper Prototypes in Game Design -- The Limitations of Experience and Moore's Law -- No Game is an Island: Mapping -- The Infocom Era of "Feelies" -- Conclusion -- Literature -- Gameography -- Keep the Innovation Rolling -- Introduction: Toward a Culture of Dice Games -- The Material Fascination Of Dice -- Finding Information About Dice Games -- Finding Innovative Dice Usages in Games -- The Top-Ranked Games Related to Dice at BGG -- Complementing the Tables: Other Dice Games Identified by Hobby Gamers -- Conclusion -- Literature -- Gameography -- Immateriality and Immortality -- Dolls, Plushies, and Plastic Figurines -- Tactile Nostalgia -- Playing as Possession: Haunted Dolls in Video Games -- Toys as Materialized Fictions -- Conclusion -- Literature -- Gameography -- Contributors. |
isbn |
9783839462003 |
genre |
Electronic books. |
genre_facet |
Electronic books. |
url |
https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=30469312 |
illustrated |
Not Illustrated |
dewey-hundreds |
300 - Social sciences |
dewey-tens |
300 - Social sciences, sociology & anthropology |
dewey-ones |
306 - Culture & institutions |
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306.487 |
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3306.487 |
dewey-raw |
306.487 |
dewey-search |
306.487 |
oclc_num |
1343104225 |
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