Playful Materialities : The Stuff That Games Are Made Of.
Main Author: | |
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Other Authors: | , , |
Format: | eBook |
Language: | English |
Published: |
Bielefeld :
Transcript Verlag,
2022.
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Edition: | 1st ed. |
Series: | Bild und Bit Series
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Subjects: | |
Online Access: | Click to View |
Table of 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.