Diferencia entre revisiones de «Tom Apperley (2010) Gaming Rhythms: Play and Counterplay from the Situated to the Global»

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[[Categoría:Biblioteca]]
 
[[Categoría:Biblioteca]]
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[[Categoría:Cultura]]
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[[Categoría:Comunes digitales]]
 
[[Categoría:Institute of Network Cultures]]
 
[[Categoría:Institute of Network Cultures]]
 
[[Categoría:tom Apperley]]
 
[[Categoría:tom Apperley]]

Revisión del 04:32 30 nov 2021

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Resumen

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.

Archivo

Archivo:TOD6 total def.pdf

Fuente

Institute of Network Cultures

Enlaces

URL: http://networkcultures.org/blog/publication/no-06-gaming-rhythms-play-and-counterplay-from-the-situated-to-the-global-tom-apperley/#

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/#