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Playful Identities: The Ludification of Digital Media Cultures is now out

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Amsterdam University Press has now published the edited volume “Playful Identities: The Ludification of Digital Media Cultures”. See here.

Digital media technologies increasingly shape how people relate to the world, to other people and to themselves. This prompts questions about present-day mediations of identity. This book explores the notion of play as a heuristic lens to look at changing media practices and identity construction. Playful media culture is analyzed far beyond its apparent manifestation in computer games. The central argument of the book is that play and games nowadays are not only appropriate metaphors to capture post-modern human identities, but also the very means by which people reflexively construct their identity. Playful Identities presents academic research at the intersection of media theory, play and game studies, social sciences and philosophy. The book carves out a cross-disciplinary domain that connects the most recent in- sights from play and game studies, media research, and identity studies.

The book is one of the results of the Research project Playful Identities, that was funded by de Dutch Organization of Scientific Research (NWO), see here. The book will also be made available as an Open Access publication through http://www.oapen.org.

“Playful Identities is an illuminating study on the increasing complexity of digital playgrounds, ludic media, ludic interfaces and technologies of the self. The book presents a variety of roles and identities such as: players, learners, gamblers, users, fans, role-players, theory crafters, cheaters, and digital savages.” Prof. Dr. Mathias Fuchs, Leuphana University Lüneburg

“What a brilliant, refreshing, and positively playful approach to the ludic imperative. In stark opposition to the business world’s cynical application of “gamification” to productivity or even the social do-gooders urger to make games “serious,” these essays reveal and reify play as the essence of human experience. Herein lies access to the truth: the play is the thing. These are the smartest, most articulate, and up-to-date essays on this subject, by the very people creating this field of study” – Douglas Rushkoff, author, Present Shock, Program or Be Programmed, and Playing the Future.

Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft – out now!

From René Glas’ blog:

After some delays, I am proud to announce that my book Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft is out now.

About the book:

 

The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game’s owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games.

 

 

 

The book can be ordered (in some cases pre-ordered) at the following stores:

Amsterdam University Press
Bol.com
Amazon.co.uk
Book Depository
Barnes & Nobles
Waterstones

UPDATE: the book is now also available through open access. Click here to grab a copy!