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dc.contributor.editorBeil, Benjaminde
dc.contributor.editorFreyermuth, Gundolf S.de
dc.contributor.editorSchmidt, Hanns Christiande
dc.contributor.editorRusch, Ravende
dc.date.accessioned2022-09-20T13:35:01Z
dc.date.available2022-09-20T13:35:01Z
dc.date.issued2022de
dc.identifier.isbn978-3-8394-6200-3de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/81403
dc.description.abstractGame culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.de
dc.languageende
dc.publishertranscript Verlagde
dc.subject.ddcSozialwissenschaften, Soziologiede
dc.subject.ddcSocial sciences, sociology, anthropologyen
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.otherGames; Play; Materiality; Popular Culture; Media Aesthetics; Media Studiesde
dc.titlePlayful Materialities: The Stuff That Games Are Made Ofde
dc.description.reviewbegutachtetde
dc.description.reviewrevieweden
dc.identifier.urlhttps://www.transcript-verlag.de/shopMedia/openaccess/pdf/oa9783839462003.pdfde
dc.source.volume14de
dc.publisher.countryDEUde
dc.publisher.cityBielefeldde
dc.source.seriesStudies of Digital Media Culture
dc.subject.classozFreizeitforschung, Freizeitsoziologiede
dc.subject.classozLeisure Researchen
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.thesozSpielde
dc.subject.thesozplayingen
dc.subject.thesozMedienkulturde
dc.subject.thesozmedia cultureen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozDigitale Mediende
dc.subject.thesozdigital mediaen
dc.subject.thesozSpielzeugde
dc.subject.thesoztoyen
dc.subject.thesozvirtuelle Realitätde
dc.subject.thesozvirtual realityen
dc.identifier.urnurn:nbn:de:0168-ssoar-81403-3
dc.rights.licenceCreative Commons - Namensnennung, Weitergabe unter gleichen Bedingungen 4.0de
dc.rights.licenceCreative Commons - Attribution-ShareAlike 4.0en
ssoar.contributor.institutiontranscript Verlagde
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10045837
internal.identifier.thesoz10071896
internal.identifier.thesoz10058702
internal.identifier.thesoz10083753
internal.identifier.thesoz10050038
internal.identifier.thesoz10056015
dc.type.stockcollectionde
dc.type.documentSammelwerkde
dc.type.documentcollectionen
dc.source.pageinfo402de
internal.identifier.classoz20400
internal.identifier.classoz1080404
internal.identifier.document24
internal.identifier.ddc300
internal.identifier.ddc070
dc.identifier.doihttps://doi.org/10.14361/9783839462003de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence24
internal.identifier.pubstatus1
internal.identifier.review2
internal.identifier.series1864
internal.dda.referencexmlxslt-bundlessource-151@@10039-9783839462003


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