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The goal of cultural psychology is to explain the ways in which human cultural constructions -- for example, rituals, stereotypes, and meanings -- organize and direct human acting, feeling, and thinking in different social contexts. A rapidly growing, international field of scholarship, cultural psychology is ready for an interdisciplinary, primary resource. Linking psychology, anthropology, sociology, archaeology, and history, The Oxford Handbook of Culture and Psychology is the quintessential volume that unites the variable perspectives from these disciplines. Comprised of over fifty contributed chapters, this book provides a necessary, comprehensive overview of contemporary cultural psychology. Bridging psychological, sociological, and anthropological perspectives, one will find in this handbook: - A concise history of psychology that includes valuable resources for innovation in psychology in general and cultural psychology in particular - Interdisciplinary chapters including insights into cultural anthropology, cross-cultural psychology, culture and conceptions of the self, and semiotics and cultural connections - Close, conceptual links with contemporary biological sciences, especially developmental biology, and with other social sciences - A section detailing potential methodological innovations for cultural psychology By comparing cultures and the (often differing) human psychological functions occuring within them, The Oxford Handbook of Culture and Psychology is the ideal resource for making sense of complex and varied human phenomena.
Play and Performance offers hope to those lamenting the loss of play in the twenty-first century and aims to broaden the understanding of what play is. This volume showcases the work of programs from early childhood through adulthood, in a variety of educational and therapeutic settings, and from a range of theoretical and practical perspectives. The chapters cover an array of practices that can be seen across the play to performance continuum. Taken together, the myriad ways that play is performance and performance is play become clear, sometimes blurring the need for distinction. The volume provides play advocates, researchers and practitioners a wealth of practical and theoretical ideas for expanding the use of performance as a tool for creating playful environments where children and adults can create and develop.
The cultural context in which children grow up has a powerful influence on the way they play. At a time of rapid change in post-industrial societies, childhood play is changing to reflect children’s experiences. Adults need to understand that children have their own play culture, which might be different from that of the adults’ own childhoods. Enlivened by the voices of young children engaged in contemporary play, this accessible book enables readers to re-evaluate the contribution of play in childhood. It explores the persistence of fundamental play themes alongside new variations on traditional themes, including: Competitions and games Games of chance and luck The world of make-believe ‘Dizzy play’ This book helps adults to be reflective and to encourage children’s play by understanding and valuing their play culture. It is important reading for early years students and practitioners.
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.
Educators have long been pursuing and applying ways that play can be a context and even a medium for teaching and learning. Volume 15 of Play & Culture Studies focuses on the special topic on Play and Curriculum, a long waited topic to many educators and researchers in the field of play and education. This volume includes chapters reporting recent studies and practical ideas examining the relations between the play and curriculum from early education to higher education. The volume has 3 sections with the 9 chapters grouped to represent various voices on play and curriculum: in Culture, in STEM, in Higher Education. The uniqueness of this book is represented by its breadths and depths of diversity from investigating play and curriculum in an indigenous group in Columbia to play in a New York City Public school and from play and curriculum in a Family Child Care context to the uses of play with college students.
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
Improvised Theatre as a form of performance has blanketed the globe. From New York City to Hong Kong to Mumbai, there are performers who share a common philosophy and vocabulary of action that allows them to create stories and relationships that move and entertain people. In this book of essays, Fortier explores this art as a tool for reflection, a means of cross-cultural communication, and a window into a way of being that may be our key to survival as a species. Fortier's interdisciplinary approach to the subject brings together the fields of anthropology, performance, evolutionary biology, and neuroscience to help expand the view of improvised theater beyond trite games into a grass-roots form of social rebooting. These essays are relevant to anyone who is curious about new approaches to personal, professional, and group development. This book may also be the beginning of the conversation on how we can transform away from disparate cultures of fear to a more unified Culture of Play.
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.
"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.