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Book
Gameworlds : virtual media and children's everyday play
Author:
ISBN: 9781623566326 1623566320 9781501318290 1501318292 132214608X 1623563895 1501300237 Year: 2014 Publisher: New York : Bloomsbury,

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Abstract

"Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Poke;mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world."-- "Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play (role-play, play with toys, etc.). The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, the physical environment, etc.). Gameworlds uses each chapter to discuss small-scale ethnographic studies and close analyses of particular videogames, with shorter sections addressing the theoretical and conceptual issues that arise. Building on detailed case studies, this is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world"--


Book
Urban play : make-believe, technology, and space
Authors: ---
ISBN: 9780262045346 0262366312 9780262366311 0262045346 0262362260 Year: 2021 Publisher: Cambridge, Massachusetts ; London, England : The MIT Press,

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Abstract

Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.


Book
Planning learning spaces : a practical guide for architects, designers and school leaders
Authors: --- --- --- ---
ISBN: 9781786275097 1786275090 Year: 2020 Publisher: London Laurence King Publishing

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What we teach and the way we teach is being hotly debated within countries and between continents. Planning Learning Spaces demonstrates cutting-edge approaches to educational space design, from kindergarten to college studies, and explains how these spaces support education and enhance learning experiences. With contributions from leading professionals, including Herman Hertzberger and Sir Kenneth Robinson, Planning Learning Spaces is an invaluable resource for architects, interior designers, and educators.


Book
Bauen für Kinder = : Building for children
Authors: ---
ISBN: 9783955533106 3955533107 Year: 2016 Publisher: München Institut für Internationale Architektur-Dokumentation

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Forward-looking architectural concepts In all debates on school system reform, teaching methods, care facilities for young children or individual funding opportunities, educational objectives are almost always at the fore. The more often issues of allday schooling and inclusion are dealt with, the more important spatial concepts and aspects of aesthetics become. Results of Ư international performance tests and findings from the field of developmental psychology have revealed the considerable influence that quality architecture exerts ? from professional handling of design, colours, light00and more to one?s ability to learn, including sƯelf-determined learning and working. Therefore, the time has come for architects to deal with these issues and to familiarise themselves with the appropriate design Ưprinciples. In addition to brief theoretical asides ?best of DETAIL: Building for children? provides a wide range of completed projects ? from crèche to high school and community centres for children to youth Ưcentres ? that demonstrate fascinating solutions for Ưdiverse construction projects for children and Ưadolescents.


Book
Designing cities with children and young people : beyond playgrounds and skate parks
Authors: ---
ISBN: 9781138890824 1138890820 9781138890817 9781315710044 9781317487746 Year: 2017 Publisher: New York, NY Routledge

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Designing Cities with Children and Young People focuses on promoting better outcomes in the built environment for children and young people in cities across the world. This book presents the experience of practitioners and researchers who actively advocate for and participate with children and youth in planning and designing urban environments. It aims to cultivate champions for children and young people among urban development professionals, to ensure that their rights and needs are fully acknowledged and accommodated.With international and interdisciplinary contributors, this book sets out to build bridges and provide resources for policy makers, social planners, design practitioners and students. The content moves from how we conceptualize children in the built environment, what we have discovered through research, how we frame the task and legislate for it, and how we design for and with children. Designing Cities with Children and Young People ultimately aims to bring about change to planning and design policies and practice for the benefit of children and young people in cities everywhere.

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