ebook img

Gameworlds: Virtual Media and Children's Everyday Play PDF

193 Pages·2014·1.673 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Gameworlds: Virtual Media and Children's Everyday Play

Gameworlds Gameworlds Virtual Media and Children’s Everyday Play Seth Giddings Bloomsbury Academic An imprint of Bloomsbury Publishing Inc 1385 Broadway 50 Bedford Square New York London NY 10018 WC1B 3DP USA UK www.bloomsbury.com Bloomsbury is a registered trade mark of Bloomsbury Publishing Plc First published 2014 © Seth Giddings, 2014 All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. No responsibility for loss caused to any individual or organization acting on or refraining from action as a result of the material in this publication can be accepted by Bloomsbury or the author. Library of Congress Cataloging-in-Publication Data A catalog record for this book is available from the Library of Congress ISBN: HB: 978-1-6235-6632-6 ePub: 978-1-6235-6802-3 ePDF: 978-1-6235-6389-9 Typeset by Integra Software Services Pvt. Ltd. Contents Acknowledgements vi List of Illustrations vii Introduction 1 1 Virtual and Actual Worlds 17 2 Virtual Media and Children’s Everyday Play 35 3 Microethology: Methods for Studying Gameworlds 55 4 Media Worlds 67 5 Soft Worlds: Play with Computers 89 6 Play Grounds: The Material and Immaterial in Play 117 7 Real Worlds: Realities, Virtualities and the Protopolitics of Play 137 Bibliography 162 Index 175 Acknowledgements This book is one material result of over a decade of interwoven academic research and family life. The gameplay event that is described throughout was recorded in 2002 when my children Jo and Alex were 4 and 3 years old. I was working on my PhD with Martin Lister, collaborating on a book on new media with him and our colleagues in the then School of Cultural Studies – Jon Dovey, Kieran Kelly and Iain Hamilton Grant. With Jon and Helen W. Kennedy, I set up the Play Research Group, which later welcomed Rune Klevjer, Hanna Wirman and Patrick Crogan. These projects, and friends, all shaped and encouraged my ideas and experiments. I have worked particularly closely with Helen – I thank her for friendship, generosity and support. The Lego Racers microethology was published in Growing Up Online: Young People and Digital Technologies (2007), a book edited by the lovely Sandra Weber and Shanly Dixon. I would like to thank them both for their early encouragement of this work. Extracts from this chapter are reproduced by kind permission of Palgrave Macmillan. Parts of Chapter 5, ‘Soft Worlds’, are taken from ‘Events and collusions: A glossary for the microethnography of videogame play’ published in Games and Culture, and included here by permission of SAGE. Thanks to Rebekah Willett for kindly sending me drafts of publications from the ‘Beyond Text: Playground games and songs in the new media age’ project. Many thanks to the young people (and their parents) who have kindly allowed me to document and publish aspects of their childhood: Lily and Josie Wilshire, Nico Hart and Sam Primarolo. And, of course, Penny, Alex and Jo. Penny features only briefly in the accounts of play here, but her love and care – and her prolific and phantasmagorical imagination – infuses these little events and the flow of life in which they form. I thank her for her patience with me as theorizing about play has removed me almost entirely from its practice. Jo and Alex have been and continue to be a source of delight, wonder and intense pride as well as data. I thank them deeply for allowing me to study them, and for their permission to publish my findings in this book. After all, as they pointed out with a shrug, no one they know will read it. List of Illustrations Figure I.1 The outdoor adventure of Pokémon 1 Figure I.2 Mapping a gameworld 4 Figure I.3 Constructing a Zook 11 Figure 1.1 The transduction of Lego Racers 17 Figure 1.2 Virtual and actual krakens 24 Figure 1.3 Tidal wave 25 Figure 1.4 Death games in Sandy Bay 30 Figure 2.1 Ugly giants, electric eels and shark-human-cats 37 Figure 4.1 Drawing Pokémon 81 Figure 4.2 Meta-cards 86 Figure 6.1 Prelude: Talking Star Wars 119 Figure 6.2 Sticks, swords and sabres 121 Figure 6.3 Hammocks and bean pods 129 Figure 6.4 Darth Maul stickers 133 Figure 7.1 Lego riot 141 Figure 7.2 Phantasmagoria 148 Introduction A photograph from a family holiday. Two boys in a campsite, sitting close together, but with their attention totally absorbed by the screens of the Nintendo DS consoles in their hands. Framed by trees, they are huddled close to a metre- high post and its electrical sockets, their consoles plugged in via cables, plugs and adaptors, batteries charging after days of travelling without electrical hook- up. They are playing, no doubt, a Pokémon game, lost in worlds that synthesize pastoral exploration and adventure that simulate a community of human and monstrous playmates and adversaries. For those anxious about the current state of childhood, this might seem a dark irony – an idealized childhood of open fields, woods and collective, imaginative play mocked in vivid colours, and an impossible ecology of Viridian Forest and Five Isle Meadow (Figure I.1). Figure I.1 The outdoor adventure of Pokémon

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.