Playframes: Woher wissen wir, dass wir spielen? von Celia Pearce: Gebraucht-

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Playframes: How Do We Know We Are Playing? by Celia Pearce: Used
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Zuletzt aktualisiert am 29. Sep. 2025 03:49:25 MESZAlle Änderungen ansehenAlle Änderungen ansehen

Artikelmerkmale

Artikelzustand
Gut: Buch, das gelesen wurde, sich aber in einem guten Zustand befindet. Der Einband weist nur sehr ...
Publication Date
2024-12-17
Pages
338
ISBN
9780262550819
Kategorie

Über dieses Produkt

Product Identifiers

Publisher
MIT Press
ISBN-10
0262550814
ISBN-13
9780262550819
eBay Product ID (ePID)
11066399227

Product Key Features

Book Title
Playframes : How Do We Know We Are Playing?
Number of Pages
338 Pages
Language
English
Topic
Political Process / Media & Internet, General, Social Psychology
Publication Year
2024
Genre
Political Science, Games & Activities, Psychology
Author
Celia Pearce
Format
Trade Paperback

Dimensions

Item Height
1 in
Item Weight
14.6 Oz
Item Length
9 in
Item Width
6.1 in

Additional Product Features

Intended Audience
Trade
LCCN
2024-000993
Reviews
"This book asks a question that is fundamental to game design--'How do we know we are playing?'--and considers a range of answers. [Pearce's] analysis makes the case that it is very important for us to understand these distinctions and delineate the boundaries because if we cannot, we encounter "the severe and deadly consequences of playframe misalignment.'" -- Choice "Building on Bateson and Goffman, Pearce shows how cosplay and larps, the whole digital package, make playing and gaming central to twenty-first-century personal, social, and political life." --Richard Schechner, editor of TDR: The Drama Review ; theater director; author of Performance Studies: An Introduction "Celia Pearce brings her essential voice to core questions about metacommunication: How do we know if we are playing in a world where play and reality are blurred in so many ways?" --Henry Jenkins, author of Textual Poachers: Television Fans and Participatory Culture "Using sophisticated media theory, Playframes unpacks the events of January 6th in unexpected, deeply interesting ways. Like an intriguing game, this text puzzles, provokes, enchants, and clarifies. It is a page turner, a rare treat in a thoroughly academic book." --Bonnie A. Nardi, Professor Emeritus, University of California, Irvine; coauthor of Heteromation, and Other Stories of Computing and Capitalism "Required reading for our times! With her notion of 'playframes,' Pearce provides a hermeneutic key to open and interrogate the fraught space between fiction and fact, games and the larger political order." --William Uricchio, Professor Emeritus of Comparative Media Studies, MIT; author of Collective Wisdom, "This book asks a question that is fundamental to game design--'How do we know we are playing?'--and considers a range of answers. [Pearce's] analysis makes the case that it is very important for us to understand these distinctions and delineate the boundaries because if we cannot, we encounter "the severe and deadly consequences of playframe misalignment.'" -- Choice
Table Of Content
Foreword Janet H. Murray Acknowledgments Introduction: The How of Play Part I: Framing This Research Introduction to Part I 1 The Social Construction of Playframes 2 Principles and Terms Part II: The Metacommunication of Play: Keying Mechanisms Introduction to Part II 3 Four Types of Rule Conveyance 4 Inter-Rule Dynamics 5 The How of Play 6 Gestalt Redux--Putting It All Together Part III: Topical Studies Introduction to Part III 7 A Trip to Dragon Con with Erving Goffman 8 "Playing with Fire": Weddings, Real and Virtual 9 Play Money 10 "This Is Not a Game": Alternate Reality, Alternative Facts, and the January 6 Insurrection 11 Beyond Bateson's Monkeys: The Present and Future of Playframes Notes References Index
Synopsis
An exploration of how we know we're playing and what happens when we don't. Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Bateson's primary question: How do we know we're playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message "this is play." This "big tent" approach covers a broad swath of playframes, ranging from theme parks to cosplay, board and video games, and sports, and describes how spatial and temporal frames, as well as artifacts such as costumes and uniforms, toys, and sports equipment, let us know when a play activity is underway. Pearce teases out distinctions between ritual and play activities, including social practices in which they merge or are indistinguishable, as well as incidents of frame breach or misalignment, where participants' perception of "what is going on" diverges. These principles are illustrated with a series of four topical studies that explore various scenarios in which play and non-play contexts are juxtaposed or blurred. These span from delightful (fan convention cosplay and simulated and virtual weddings) to confusing (virtual currency and bitcoin) to dangerous. Building on recent research, the book culminates with an in-depth analysis of the gaming roots of the January 6 Capitol insurrection and argues that playframe breach and deliberate misalignment were the major contributing factors., An exploration of how we know we're playing and what happens when we don't. Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Bateson's primary question- How do we know we're playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message "this is play." This "big tent" approach covers a broad swath of playframes, ranging from theme parks to cosplay, board and video games, and sports, and describes how spatial and temporal frames, as well as artifacts such as costumes and uniforms, toys, and sports equipment, let us know when a play activity is underway. Pearce teases out distinctions between ritual and play activities, including social practices in which they merge or are indistinguishable, as well as incidents of frame breach or misalignment, where participants' perception of "what is going on" diverges. These principles are illustrated with a series of four topical studies that explore various scenarios in which play and non-play contexts are juxtaposed or blurred. These span from delightful (fan convention cosplay and simulated and virtual weddings) to confusing (virtual currency and bitcoin) to dangerous. Building on recent research, the book culminates with an in-depth analysis of the gaming roots of the January 6 Capitol insurrection and argues that playframe breach and deliberate misalignment were the major contributing factors.
LC Classification Number
BF717.P437 2024

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