Playful Materialities : : The Stuff That Games Are Made Of.

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Bibliographic Details
Superior document:Bild und Bit Series ; v.14
:
TeilnehmendeR:
Place / Publishing House:Bielefeld : : Transcript Verlag,, 2022.
Ã2022.
Year of Publication:2022
Edition:1st ed.
Language:English
Series:Bild und Bit Series
Online Access:
Physical Description:1 online resource (404 pages)
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Table of Contents:
  • Intro
  • Table of Contents
  • Preface and Acknowledgments
  • Acknowledgments
  • Places
  • Vegas, Disney, and the Metaverse
  • I Understanding Anticipation: Non-Synchronism &amp
  • Future Places
  • II Framing Las Vegas: Disney &amp
  • 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.