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      1. Samhälle och politik
      2. Samhälle och kultur
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      Playful Citizen

      Civic Engagement in a Mediatized Culture

      AvRené Glas,Sybille Lammes

      Häftad, Engelska, 2025

      Del i serien Games and Play

      684 kr

      Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

      Beskrivning

      In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new forms of civic engagement in a mediatized culture. The Playful Citizen explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking. We offer a pluralistic answer to such questions by bringing together scholars from different fields such as game and play studies, social sciences, and media and culture studies.

      Produktinformation

      • Utgivningsdatum:2025-12-01
      • Mått:156 x 234 x undefined mm
      • Vikt:800 g
      • Format:Häftad
      • Språk:Engelska
      • Serie:Games and Play
      • Antal sidor:432
      • Förlag:Taylor & Francis Ltd
      • ISBN:9781041188728

      Utforska kategorier

      • Medievetenskap inom Samhälle och politik
      • Politiskt förtryck inom Samhälle och politik
      • Regional planering inom Naturvetenskap och teknik

      Mer om författaren

      René Glas, Assistant Professor, Department of Media and Culture Studies, Utrecht University. Recent publications: Glas, R., “Playing with the gamebook: The Final Hours interactive storybook series as playful paratexts”. Journal of Gaming and Virtual Worlds (forthcoming); Glas, R. et al. “Literacy at play: An analysis of media literacy games used to foster media literacy competencies.” Frontiers – Special Issue (in press); Glas, R., “Making Mario: Shaping franchise history through paratextual play”. In: Beil, B. et al. (eds.). Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play. Bielefield: Bielefield University Press, 2021. pp. 131-161.Sybille Lammes is Full Professor of New Media and Digital Culture at The Centre for the Arts in Society (LUCAS) at Leiden University. She has been a visiting Senior Research Fellow at The University of Manchester, and has worked as a researcher at the Centre for Interdisciplinary Methodologies at the University of Warwick, as well as the media studies departments of Utrecht University and the University of Amsterdam. Her background is in media studies and play studies, which she has always approached from an interdisciplinary angle, including cultural studies, science and technology studies, postcolonial studies, and critical geography. She is co-editor of Playful identities: The ludification of digital media cultures (Amsterdam University Press 2015), Mapping time (Manchester University Press 2018; forthcoming) and The Routledge handbook of interdisciplinary research methods (Routledge 2018; forthcoming). She is an ERC laureate and has been the PI of numerous research projects.Michiel de Lange is Assistant Professor of New Media and Digital Culture in the Department of Media and Culture Studies at Utrecht University. He is co-founder of The Mobile City, a platform for the study of new media and urbanism, and works as a researcher in the field of (mobile) media, urban culture, identity and play. He is a researcher in the NWO Creative Industries funded project The Hackable City, about the ways digital media shape the future of city making.|Joost Raessens is Full Professor and Chair of Media Theory at the Faculty of Humanities of Utrecht University, the Netherlands.Imar de Vries is Assistant Professor of New Media and Digital Culture in the Department of Media and Culture Studies at Utrecht University. His work primarily focuses on studying innovation discourses of wireless technologies, social media, and augmented reality. De Vries is a member of the board of Media Lab IMPAKT and affiliated with Media Lab SETUP.

      Innehållsförteckning

      • 1. The playful citizen: An introduction, Part I. Ludo-literacies Introduction, 2. Engagement in play, engagement in politics: Playing political video games, 3. Analytical game design: Game-making as a cultural technique in a gamified society, 4. Re-thinking the social documentary, 5. Collapsus, or how to make players become ecological citizens, 6. The broken toy tactic: Clockwork worlds and activist games, 7. Video games and the engaged citizen: On the ambiguity of digital play, Part II. Ludo-epistemologies, Introduction, 8. Public laboratory: Play and civic engagement, 9. Sensing the air and experimenting with environmental citizenship, 10. Biohacking: Playing with technology, 11. Ludo-epistemology: Playing with the rules in citizen science games, 12. The playful scientist: Stimulating playful communities for science practice, 13. Laborious playgrounds: Citizen science games as new modes of work/play in the digital age, Part III. Ludo-politics, Introduction, 14. On participatory politics as a game changer and the politics of participation, 15. Playing with politics: Memory, orientation, and tactility, 16. Meaningful inefficiencies: Resisting the logic of technological efficiency in the design of civic systems, 17. Permanent revolution: Occupying democracy, 18. The playful city: Citizens making the smart city, 19. Dissent at a distance The Janissary Collective, 20. Playing with power: Casual politicking as a new frame for political analysis, About the authors, Index of names, Index of subjects
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