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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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发表于 2025-3-21 17:49:20 | 显示全部楼层 |阅读模式
书目名称Exploring Minecraft
副标题Ethnographies of Pla
编辑Larissa Hjorth,Ingrid Richardson,William Balmford
视频video
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
丛书名称Palgrave Games in Context
图书封面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
关键词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
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发表于 2025-3-21 23:07:25 | 显示全部楼层
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.
发表于 2025-3-22 04:28:03 | 显示全部楼层
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
发表于 2025-3-22 04:51:10 | 显示全部楼层
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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发表于 2025-3-22 13:30:03 | 显示全部楼层
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.
发表于 2025-3-22 18:41:02 | 显示全部楼层
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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发表于 2025-3-23 02:44:37 | 显示全部楼层
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.
发表于 2025-3-23 06:42:55 | 显示全部楼层
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