Playframes Know Playing by Pearce Celia (6 results)

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  • Language: English

    Published by The MIT Press, 2024

    0262550814 / 9780262550819

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  • Language: English

    Published by The MIT Press, 2024

    0262550814 / 9780262550819

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  • Language: English

    Published by The MIT Press, 2024

    0262550814 / 9780262550819

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  • Language: English

    Published by The MIT Press, 2024

    0262550814 / 9780262550819

    • Softcover

    Seller: Bellwetherbooks, McKeesport, PA, U.S.A.Bellwetherbooks

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    paperback. Condition: Very Good. Very Good Condition - May show some limited signs of wear and may have a remainder mark. Pages and dust cover are intact and not marred by notes or highlighting.

  • Language: English

    Published by Mit Pr, 2024

    0262550814 / 9780262550819

    • Softcover

    Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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    Paperback. Condition: Brand New. 336 pages. 9.00x6.00x1.00 inches. In Stock.

  • Language: English

    Published by MIT Press Ltd Dez 2024, 2024

    0262550814 / 9780262550819

    • Softcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. Neuware - An exploration of how we know we're playing and what happens when we don't.2026 Erving Goffman Award for Outstanding Scholarship in the Ecology of Social InteractionPlayframes 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.