Diversity of Play

Research output: Books and anthologiesCollected editions and anthologiesResearch

Authors

What we experience today is a diversity of play and the ubiquity of games, making them not only a popular medium but also a key medium and probably the leading medium of contemporary society.
The coverage of games across media sectors and social niches also makes them a super-medium, a medium that can easily adopt the styles and modes of predecessor media. Games can cannibalise sister media and pretend to be film, radio, narration, performance or sculpture. Games can adopt genres, or masquerade as medieval, futuristic, elegant, brutal or Gothic.
Original languageEnglish
Place of PublicationLüneburg
Publishermeson press
Number of pages111
ISBN (print)978-3-95796-075-7
ISBN (electronic)978-3-­95796-076-4, 978-3-­95796-077-1
DOIs
Publication statusPublished - 01.06.2015

Bibliographical note

Based on the keynote lectures held at DiGRA2015

    Research areas

  • Cultural studies - Play Studies, Game Studies, Uncertainty, Horror, Literature, Mobilisation, Parcour
  • Digital media - Computer Games, Stanley Parable

DOI