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      1. Samhälle och politik
      2. Samhälle och kultur
      3. Kultur och medier
      4. Referensverk och tvärvetenskap

      Library as Playground

      How Games and Play are Reshaping Public Culture

      AvDale Leorke,Danielle Wyatt

      Häftad, Engelska, 2024

      479 kr

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      Inbunden

      1 333 kr

      Beskrivning

      Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored.In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era.The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.

      Produktinformation

      • Utgivningsdatum:2024-02-19
      • Mått:150 x 228 x 9 mm
      • Vikt:231 g
      • Format:Häftad
      • Språk:Engelska
      • Antal sidor:168
      • Förlag:Bloomsbury Publishing Plc
      • ISBN:9781538164334

      Utforska kategorier

      • Referensverk och tvärvetenskap inom Samhälle och politik
      • Hobby, spel och lekar inom Sport, fritid och hobby

      Mer om författaren

      Dale Leorke is an independent researcher. His research focuses on the intersection of games, play and public space. His research interests include mobile and location-based games, participatory planning and civic engagement, and the transformation of public libraries in the digital era. His books include Location-based Gaming: Play in Public Space (2018), Public Libraries in the Smart City (2018), Openness in Practice: Understanding Attitudes to Open Government Data (2021),and the edited collection Games and Play in the Creative, Smart and Ecological City (2020).Danielle Wyatt is a cultural researcher at the School of Culture and Communication, University of Melbourne. She writes and researches about the public life of culture, particularly the intersection between cultural spaces, networked technologies, arts practice and cultural policy. Recent work has been published in the book, Public Libraries in the Smart City (co-authored with Dale Leorke), in the anthology, Communicative Cities and Urban Space edited by Scott McQuire and Sun Wei, and in the International Journal of Cultural Policy. Other research has been published in the journals New Media and Society, City, Culture and Society, and Field: A Journal of Socially-Engaged Art Criticism.

      Recensioner i media

      Gaming in libraries is not a new concept, and several great books have already been published on how to promote activities ranging from board games to LARPs into modern public library programming. In their second book involving public libraries, Leorke and Wyatt aim not to reinvent the wheel but to understand the intersection of play, gaming, and public spaces in the broader context of society, urban planning, and public libraries…. Part history book and part philosophical and theoretical exploration, this book will be relevant as public libraries continue to evolve and reinvent spaces in the digital age. For lovers of gaming and libraries and those seeking to understand the intersection of play and public spaces.

      Innehållsförteckning

      • AcknowledgementsList of FiguresPrefaceChapter One: Play in Public CultureChapter Two: Collecting Play: The Early History of Games in Public LibrariesChapter Three: The Well-Played Library: Games in Contemporary LibrariesChapter Four: Pervasive Play: The Spatial and Temporal Transformation of LibrariesChapter Five: Partners in Play: Libraries and Gamemaking CommunitiesChapter Six: Revisiting the Library as PlayAppendix :List of Interviewees & Case StudiesBibliographyAbout the Authors
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