This book examines the expanding impact of games and play on public libraries as manifested in their spaces, programs, design, and support for gamemaking communities. It reveals how the rise of play in public libraries is connected to a broader digital culture.
This book examines the expanding impact of games and play on public libraries as manifested in their spaces, programs, design, and support for gamemaking communities. It reveals how the rise of play in public libraries is connected to a broader digital culture.
Dale Leorke is an independent researcher. His research focuses on the intersection of games, play and public space. His research interests include mobile and location-based games, participatory planning and civic engagement, and the transformation of public libraries in the digital era. His books include Location-based Gaming: Play in Public Space (2018), Public Libraries in the Smart City (2018), Openness in Practice: Understanding Attitudes to Open Government Data (2021),and the edited collection Games and Play in the Creative, Smart and Ecological City (2020). Danielle Wyatt is a cultural researcher at the School of Culture and Communication, University of Melbourne. She writes and researches about the public life of culture, particularly the intersection between cultural spaces, networked technologies, arts practice and cultural policy. Recent work has been published in the book, Public Libraries in the Smart City (co-authored with Dale Leorke), in the anthology, Communicative Cities and Urban Space edited by Scott McQuire and Sun Wei, and in the International Journal of Cultural Policy. Other research has been published in the journals New Media and Society, City, Culture and Society, and Field: A Journal of Socially-Engaged Art Criticism.
Inhaltsangabe
Acknowledgements List of Figures Preface Chapter One: Play in Public Culture Chapter Two: Collecting Play: The Early History of Games in Public Libraries Chapter Three: The Well-Played Library: Games in Contemporary Libraries Chapter Four: Pervasive Play: The Spatial and Temporal Transformation of Libraries Chapter Five: Partners in Play: Libraries and Gamemaking Communities Chapter Six: Revisiting the Library as Play Appendix :List of Interviewees & Case Studies Bibliography About the Authors
Acknowledgements List of Figures Preface Chapter One: Play in Public Culture Chapter Two: Collecting Play: The Early History of Games in Public Libraries Chapter Three: The Well-Played Library: Games in Contemporary Libraries Chapter Four: Pervasive Play: The Spatial and Temporal Transformation of Libraries Chapter Five: Partners in Play: Libraries and Gamemaking Communities Chapter Six: Revisiting the Library as Play Appendix :List of Interviewees & Case Studies Bibliography About the Authors
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