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Titlebook: Exploring Minecraft; Ethnographies of Pla Larissa Hjorth,Ingrid Richardson,William Balmford Book 2020 The Editor(s) (if applicable) and The

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發(fā)表于 2025-3-21 17:49:20 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Exploring Minecraft
副標題Ethnographies of Pla
編輯Larissa Hjorth,Ingrid Richardson,William Balmford
視頻videohttp://file.papertrans.cn/321/320340/320340.mp4
概述Unites the disciplines of game, media, and cultural studies and education through the lens of Minecraft.Provides empirical case studies, critical discussion of research methods in game studies, and ad
叢書名稱Palgrave Games in Context
圖書封面Titlebook: Exploring Minecraft; Ethnographies of Pla Larissa Hjorth,Ingrid Richardson,William Balmford Book 2020 The Editor(s) (if applicable) and The
描述.This book directs critical attention to one of the most ubiquitous and yet under-analyzed games,?.Minecraft.?.Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take?.Minecraft?.seriously as a cultural practice. The book examines how?.Minecraft?.players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of?.Minecraft.?.Ultimately,?.Exploring Minecraft?.seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life..
出版日期Book 2020
關(guān)鍵詞Minecraft; Game studies; Gaming and education; Digital creativity; Formal and informal learning; Games an
版次1
doihttps://doi.org/10.1007/978-3-030-59908-9
isbn_softcover978-3-030-59910-2
isbn_ebook978-3-030-59908-9Series ISSN 2731-5029 Series E-ISSN 2731-5037
issn_series 2731-5029
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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發(fā)表于 2025-3-21 23:07:25 | 只看該作者
https://doi.org/10.1007/978-94-010-0472-5 discuss, . played a specific role in this shift; as a cultural phenomenon the game demonstrated how we can do things differently—from in-game memorialization of the Wuhan hospital workers to modifying our daily and habitual practices.
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發(fā)表于 2025-3-22 04:28:03 | 只看該作者
2731-5029 ion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life..978-3-030-59910-2978-3-030-59908-9Series ISSN 2731-5029 Series E-ISSN 2731-5037
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發(fā)表于 2025-3-22 04:51:10 | 只看該作者
Book 2020fieldwork into mobile games in Australian homes, the authors seek to take?.Minecraft?.seriously as a cultural practice. The book examines how?.Minecraft?.players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday l
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Maximality of the Groups Constructed,iteracy practices. We suggest that . has become a locus for new interdisciplinary approaches, both methodological and conceptual, as well as a unique platform for the development of ethnographic innovation and qualitative research.
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發(fā)表于 2025-3-22 18:41:02 | 只看該作者
https://doi.org/10.1007/978-94-015-2457-5ower of creative mode, the interactive challenges of survival mode, play across devices, and the risks and benefits of multiplayer online gaming and LAN gaming. Each of the modalities of play are discussed in terms of their implications for literacy and creativity.
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Play Practices and Modalitiesower of creative mode, the interactive challenges of survival mode, play across devices, and the risks and benefits of multiplayer online gaming and LAN gaming. Each of the modalities of play are discussed in terms of their implications for literacy and creativity.
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