Bounce : Balls, Walls, and Bodies in Games and Play
by
Carlin Wing
Book Details
Format
Paperback / Softback
ISBN-10
026255321X
ISBN-13
9780262553216
Publisher
MIT Press Ltd
Imprint
MIT Press
Country of Manufacture
GB
Country of Publication
GB
Publication Date
Jan 20th, 2026
Print length
316 Pages
Weight
444 grams
Dimensions
22.90 x 15.40 x 2.80 cms
Product Classification:
Society and culture: generalSociety & culture: general
Ksh 11,150.00
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A lively and insightful account that follows the bouncing ball through the history of nonelectronic and electronic games.
Bounce follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book’s focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports.
The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis’s true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art’s FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games.
Bounce follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book’s focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports.
The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis’s true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art’s FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games.
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