Communities of Play

I was also interested in the broader question of how play communities are formed and sustained, and how they change and evolve across virtual play spaces. The spirit of this project was one of collaboration. From the start, members of ...

Author: Celia Pearce

Publisher: MIT Press

ISBN: 9780262291545

Category: Computers

Page: 344

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The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
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Communities of Play

In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers.

Author: Celia Pearce

Publisher:

ISBN: 0262259125

Category: COMPUTERS

Page: 343

View: 177

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Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
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Communities of Practice Art Play and Aesthetics in Early Childhood

Jaye Johnson Thiel 1 'A Cool Place Where We Make Stuff': Co-curating Relational Spaces of Muchness For the past 4 years, I've embraced the gift of working-playing-researching-creating at a community center nestled in the outskirts of a ...

Author: Christopher M. Schulte

Publisher: Springer

ISBN: 9783319706443

Category: Education

Page: 236

View: 303

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Reflecting contemporary theory and research in early art education, this volume offers a comprehensive introduction to new ways of thinking about the place of art, play, and aesthetics in the lives and education of young children. Enlivened by narratives and illustrations, 16 authors offer perspectives on the lived experience of being a child and discovering the excitement of making meaning and form in the process of art, play, and aesthetic inquiry.
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Early Learning through Play Library Programming for Diverse Communities

... through play and other hands-on experiences. Children will learn skills that complement what they are learning in storytime, so attending both programs is ideal! To secure funding, donations, and participation from community ...

Author: Kristin Grabarek

Publisher: ABC-CLIO

ISBN: 9781440865831

Category: Language Arts & Disciplines

Page: 168

View: 725

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This creative guidebook teaches librarians in diverse communities how to develop and implement early learning programming beyond traditional storytimes. • Connects library programs to parents' desire for children to begin formal learning at an early age • Offers a blueprint for making play a sustainable early-learning program series for budgets big and small • Includes ideas for making early learning activities relevant to the six early literacy skills in a public library setting • Emphasizes how library programming can support early childhood development and prepare children for success in kindergarten and beyond • Shares tips for marketing the program to parents and caregivers
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How to Put on a Community Play

Stronger communities – with more active citizens working together to tackle their problems. Improved rural and urban environments – which communities are better able to access and enjoy. Healthier and more active people and communities.

Author: Sarah Burton

Publisher: Aurora Metro Publications Ltd.

ISBN: 9781910798959

Category: Performing Arts

Page: 230

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A useful, how-to guide for staging any play A practical handbook for directors, producers, local community groups, youth theatres, amateur players, universities and colleges, students of Community Theatre/Theatre Studies and others wanting to stage a successful community play. Drawing on a wealth of personal accounts, and useful historical background information, How To Put On A Community Play is full of detailed advice concerning the preparation, planning and execution required to achieve success. Including essential tips on: casting the rehearsal process administrative hurdles technical headaches that must be overcome This is an invaluable guide to the myriad tasks and decisions facing any community play organiser. About the author Sarah Burton has written and produced five community plays, one of which became the longest-running community play in Britain. She teaches creative writing and has taught undergraduate courses in the Theatre Studies Department at the Royal Holloway and in the English Department at Goldsmiths. She was for many years a television drama script editor and also read and reported on prose submissions for Eastern Arts’ Write Lines scheme. Sarah is also on the board of tutors for the University of Oxford’s Department for Continuing Education, having completed with credit their course in Effective Online Tutoring. She has published two non-fiction titles for adults: Impostors: Six Kinds of Liar (Viking hardback, 2000; Penguin paperback, 2001) and A Double Life: a Biography of Charles and Mary Lamb (Viking hardback 2003; Penguin paperback 2004). Impostors has been translated into four languages and A Double Life was short-listed for the Mind Book of the Year. She has also written extensively for BBC History Magazine and reviews books (fiction and non-fiction) for the Times, Spectator, Guardian and Independent. Her first children’s book was The Miracle in Bethlehem: A Storyteller’s Tale (Floris paperback, 2008) and she has contributed a short story to the Wow! Anthology (Scholastic, 2008). She recently completed a second children’s book and a novel for adults.
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The Oxford Handbook of Critical Improvisation Studies

My book Communities of Play chronicles the adventures of another group of game refugees, the “Uru diaspora” from the defunct multiplayer game Uru: Ages Beyond Myst. When the game closed in 2004, leaving 3,000 people refugees, ...

Author: George Lewis

Publisher: Oxford University Press

ISBN: 9780199892921

Category: Music

Page: 601

View: 768

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V. 1. Cognitions -- v. 2. Critical theories
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Invented Lives Imagined Communities

... his conspicuous flouting of segregation at times led to recriminations against the black community. ... Johnson's memory lay dormant for a generation until it was revived by the production of Howard Sackler's play The Great White ...

Author: William H. Epstein

Publisher: SUNY Press

ISBN: 9781438460796

Category: Performing Arts

Page: 354

View: 191

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How Hollywood biopics both showcase and modify various notions of what it means to be an American. Biopics—films that chronicle the lives of famous and notorious figures from our national history—have long been one of Hollywood’s most popular and important genres, offering viewers various understandings of American national identity. Invented Lives, Imagined Communities provides the first full-length examination of US biopics, focusing on key releases in American cinema while treating recent developments in three fields: cinema studies, particularly the history of Hollywood; national identity studies dealing with the American experience; and scholarship devoted to modernity and postmodernity. Films discussed include Houdini, Patton, The Great White Hope, Bound for Glory, Ed Wood, Basquiat, Pollock, Sylvia, Kinsey, Fur, Milk, J. Edgar, and Lincoln, and the book pays special attention to the crucial generic plot along which biopics traverse and showcase American lives, even as they modify the various notions of the national character. “A provocative, critically astute study, this collection examines the biopic as a reflexive, refractive modernist film genre. Admirably researched essays provide close, compelling readings of chosen films, while exploring the multilayered matrices of historical fact, biographical and autobiographical literature, popular media representations, and cultural histories—shaping not only the lives and narratives of the performers, artists, and political/historical figures represented but also the practices of the filmmakers as they worked within or on the margins of the Hollywood industry.” — Cynthia Lucia, Rider University “The volume’s greatest strengths include its range, its variety of ideas on the significance of the biopic, and its research—definitive in several cases—into the relation between historical figures and their cinematic counterparts.” — James Morrison, author of Passport to Hollywood: Hollywood Films, European Directors
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An Integrated Play based Curriculum for Young Children

and Golden (1973) used as part oftheir social studies program. This dramatic play center is described in Box 7.6 with the integrated activities that they used. Research Building. At first the community consisted ofonly houses, a ...

Author: Olivia N. Saracho

Publisher: Routledge

ISBN: 9781136842108

Category: Education

Page: 404

View: 753

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Play provides young children with the opportunity to express their ideas, symbolize, and test their knowledge of the world. It provides the basis for inquiry in literacy, science, social studies, mathematics, art, music, and movement. Through play, young children become active learners engaged in explorations about themselves, their community, and their personal-social world. An Integrated Play-Based Curriculum for Young Children offers the theoretical framework for understanding the origins of an early childhood play-based curriculum and how young children learn and understand concepts in a social and physical environment. Distinguished author Olivia N. Saracho then explores how play fits into various curriculum areas in order to help teachers develop their early childhood curriculum using developmentally and culturally appropriate practice. Through this integrated approach, young children are able to actively engage in meaningful and functional experiences in their natural context. Special Features Include: Vignettes of children’s conversations and actions in the classroom Suggestions for activities and classroom materials Practical examples and guidelines End-of-chapter summaries to enhance and extend the reader’s understanding of young children By presenting appropriate theoretical practices for designing and implementing a play-based curriculum, An Integrated Play-Based Curriculum for Young Children offers pre-service teachers the foundational knowledge about the field, about the work that practitioners do with young children, and how to best assume a teacher’s role effectively.
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At Play in the Community

Student Book

Author: Judy Nayer

Publisher: Newbridge Educational Publishing

ISBN: 1400733073

Category:

Page: 16

View: 528

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Student Book
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A Handbook of Extra curricular Activities in the High School

Through its field secretaries, the Association is helping communities to conduct campaigns for year-round recreation systems in which all community ... A discussion of play production and many other phases of community drama movement.

Author: Harold Diedrich Meyer

Publisher:

ISBN: UOM:39015076636383

Category: High schools

Page: 430

View: 986

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