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OverviewAn exploration of how we know we're playing and what happens when we don't. An exploration of how we know we're playing and what happens when we don't. Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Bateson's primary question- How do we know we're 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. Full Product DetailsAuthor: Celia Pearce , Janet H. MurrayPublisher: MIT Press Ltd Imprint: MIT Press Weight: 0.369kg ISBN: 9780262550819ISBN 10: 0262550814 Pages: 320 Publication Date: 17 December 2024 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: To order ![]() Stock availability from the supplier is unknown. We will order it for you and ship this item to you once it is received by us. Table of ContentsForeword Janet H. Murray Acknowledgments Introduction: The How of Play Part I: Framing This Research Introduction to Part I 1 The Social Construction of Playframes 2 Principles and Terms Part II: The Metacommunication of Play: Keying Mechanisms Introduction to Part II 3 Four Types of Rule Conveyance 4 Inter-Rule Dynamics 5 The How of Play 6 Gestalt Redux—Putting It All Together Part III: Topical Studies Introduction to Part III 7 A Trip to Dragon Con with Erving Goffman 8 “Playing with Fire”: Weddings, Real and Virtual 9 Play Money 10 “This Is Not a Game”: Alternate Reality, Alternative Facts, and the January 6 Insurrection 11 Beyond Bateson’s Monkeys: The Present and Future of Playframes Notes References IndexReviewsAuthor InformationCelia Pearce is the author of Communities of Play (MIT Press) and IndieCade- A History. Her award-winning game designs include Virtual Adventures and eBee, an electronic quilt game, which won the 2017 award for Most Innovative Board Game at the Boston Festival of Independent Games. She is also a cofounder of IndieCade and Co-Executive Director of the Playable Theatre Project. Tab Content 6Author Website:Countries AvailableAll regions |