Playframes : How Do We Know We Are Playing?
Book Details
Format
Paperback / Softback
ISBN-10
0262550814
ISBN-13
9780262550819
Publisher
MIT Press Ltd
Imprint
MIT Press
Country of Manufacture
US
Country of Publication
GB
Publication Date
Dec 17th, 2024
Print length
320 Pages
Weight
414 grams
Dimensions
15.30 x 22.90 x 2.80 cms
Product Classification:
Politics & government
Ksh 11,150.00
Werezi Extended Catalogue
Delivery in 14 days
Delivery Location
Delivery fee: Select location
Delivery in 14 days
Secure
Quality
Fast
An exploration of how we know were playing and what happens when we dont.
Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Batesons primary question: How do we know were playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message this is play. This big tent approach covers a broad swath of playframes, ranging from theme parks to cosplay, board and video games, and sports, and describes how spatial and temporal frames, as well as artifacts such as costumes and uniforms, toys, and sports equipment, let us know when a play activity is underway.
Pearce teases out distinctions between ritual and play activities, including social practices in which they merge or are indistinguishable, as well as incidents of frame breach or misalignment, where participants perception of what is going on diverges. These principles are illustrated with a series of four topical studies that explore various scenarios in which play and non-play contexts are juxtaposed or blurred. These span from delightful (fan convention cosplay and simulated and virtual weddings) to confusing (virtual currency and bitcoin) to dangerous. Building on recent research, the book culminates with an in-depth analysis of the gaming roots of the January 6 Capitol insurrection and argues that playframe breach and deliberate misalignment were the major contributing factors.
Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Batesons primary question: How do we know were playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message this is play. This big tent approach covers a broad swath of playframes, ranging from theme parks to cosplay, board and video games, and sports, and describes how spatial and temporal frames, as well as artifacts such as costumes and uniforms, toys, and sports equipment, let us know when a play activity is underway.
Pearce teases out distinctions between ritual and play activities, including social practices in which they merge or are indistinguishable, as well as incidents of frame breach or misalignment, where participants perception of what is going on diverges. These principles are illustrated with a series of four topical studies that explore various scenarios in which play and non-play contexts are juxtaposed or blurred. These span from delightful (fan convention cosplay and simulated and virtual weddings) to confusing (virtual currency and bitcoin) to dangerous. Building on recent research, the book culminates with an in-depth analysis of the gaming roots of the January 6 Capitol insurrection and argues that playframe breach and deliberate misalignment were the major contributing factors.
Get Playframes by at the best price and quality guaranteed only at Werezi Africa's largest book ecommerce store. The book was published by MIT Press Ltd and it has pages.