edited by Michiel de Lange, Joost Raessens, Jos de Mul, Sybille Lammes and Valerie Frissen
Amsterdam University Press, 2015
Paper: 978-90-8964-639-2 | eISBN: 978-90-485-2303-0
Library of Congress Classification GV1469.17.S63.P52 2015
Dewey Decimal Classification 794.8019

ABOUT THIS BOOK | AUTHOR BIOGRAPHY | TOC
ABOUT THIS BOOK
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity constructionthrough play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.