Difference between revisions of "Tom Apperley (2010) Gaming Rhythms: Play and Counterplay from the Situated to the Global"
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− | + | == <small>'''Abstract'''</small> == | |
− | + | Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations. | |
− | [[ | + | == <small>'''File'''</small> == |
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− | [[ | + | [[File: TOD6 total def.pdf]] |
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− | [[ | + | == <small>'''Source'''</small> == |
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+ | [[Institute_of_Network_Cultures|Institute of Network Cultures]] | ||
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+ | == <small>'''Links'''</small> == | ||
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+ | '''URL:''' http://networkcultures.org/blog/publication/no-06-gaming-rhythms-play-and-counterplay-from-the-situated-to-the-global-tom-apperley/# | ||
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+ | '''Wayback Machine:''' https://web.archive.org/web/*/http://networkcultures.org/blog/publication/no-06-gaming-rhythms-play-and-counterplay-from-the-situated-to-the-global-tom-apperley/# | ||
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+ | [[Category:Library]] | ||
+ | [[Category:Institute of Network Cultures]] | ||
+ | [[Category:Tom Apperley]] | ||
+ | [[Category:English]] | ||
+ | [[Category:Holland]] | ||
+ | [[Category:2010]] |
Latest revision as of 00:13, 11 May 2017
Contents
Abstract
Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations.