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In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through 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.
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Published in
Amsterdam
Edition Notes
FP7 Ideas: European Research Council 283464 FP7
English.
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- Created July 21, 2020
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July 18, 2023 | Edited by ImportBot | import existing book |
March 7, 2023 | Edited by MARC Bot | import existing book |
September 18, 2021 | Edited by ImportBot | import existing book |
September 18, 2021 | Edited by ImportBot | import existing book |
July 21, 2020 | Created by MARC Bot | Imported from marc_oapen MARC record. |