In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.Identity in adolescence. In Handbook of adolescent psychology 1, ed. Joseph Adelson, 159a87. New York: Wiley. Media Molecule. 2010. LittleBigPlanet 2. PlayStation 3: Sony Computer Entertainment Europe. Microsoft. 1999. MSN Messengeranbsp;...
|Author||:||Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens|
|Publisher||:||Amsterdam University Press - 2015-02-18|