語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
I'm Not Playing Anymore : = Player S...
~
Johnson, Antonnet.
I'm Not Playing Anymore : = Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
I'm Not Playing Anymore :/
其他題名:
Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games.
作者:
Johnson, Antonnet.
面頁冊數:
1 online resource (147 pages)
附註:
Source: Dissertation Abstracts International, Volume: 79-09(E), Section: A.
Contained By:
Dissertation Abstracts International79-09A(E).
標題:
Rhetoric. -
電子資源:
click for full text (PQDT)
ISBN:
9780355849622
I'm Not Playing Anymore : = Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games.
Johnson, Antonnet.
I'm Not Playing Anymore :
Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games. - 1 online resource (147 pages)
Source: Dissertation Abstracts International, Volume: 79-09(E), Section: A.
Thesis (Ph.D.)--The University of Arizona, 2018.
Includes bibliographical references
My research examines the interplay of subjectivity, ideology, and tabletop games in order to consider the productive possibilities afforded by conflict, contradiction, and tension. In chapter two, I map the statistical co-occurrences of words in 3,395 board game rulebooks via topic modeling, a digital tool that uses algorithms to reveal patterns in large corpora. My findings validate cultural perceptions of games as competitive and violent and illustrate a trend in the (re)production of dominant ideologies (many oppressive) in games. The following chapter builds on these findings by weaving autoethnographic reflection with visual, rhetorical analysis of popular fantasy game, Small World. In this chapter, I show how game materials (e.g., rules, pieces, boards) construct "players" in ways that can complicate, contradict, or even undermine a participant's lived reality. The fourth chapter analyzes the results of a survey I designed and distributed to collect information about tabletop gameplay experiences, showing how in-game activities both shape and are shaped by social circumstances, player subjectivities, and cultural beliefs about it what it means to "play a game." Players, through in-game performance and agreement to the rules as written, enact the values embedded within the game materials. Ultimately, I argue that by positioning players in ways that complicate, contradict, or even undermine their lived realities and experiential knowledges, games, at once, restrict and open possibilities for the performance and (re)construction of identity.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780355849622Subjects--Topical Terms:
567738
Rhetoric.
Index Terms--Genre/Form:
554714
Electronic books.
I'm Not Playing Anymore : = Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games.
LDR
:02861ntm a2200349Ki 4500
001
918982
005
20181106103644.5
006
m o u
007
cr mn||||a|a||
008
190606s2018 xx obm 000 0 eng d
020
$a
9780355849622
035
$a
(MiAaPQ)AAI10743371
035
$a
(MiAaPQ)arizona:16091
035
$a
AAI10743371
040
$a
MiAaPQ
$b
eng
$c
MiAaPQ
$d
NTU
100
1
$a
Johnson, Antonnet.
$3
1193449
245
1 0
$a
I'm Not Playing Anymore :
$b
Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games.
264
0
$c
2018
300
$a
1 online resource (147 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Dissertation Abstracts International, Volume: 79-09(E), Section: A.
500
$a
Adviser: Ken McAllister.
502
$a
Thesis (Ph.D.)--The University of Arizona, 2018.
504
$a
Includes bibliographical references
520
$a
My research examines the interplay of subjectivity, ideology, and tabletop games in order to consider the productive possibilities afforded by conflict, contradiction, and tension. In chapter two, I map the statistical co-occurrences of words in 3,395 board game rulebooks via topic modeling, a digital tool that uses algorithms to reveal patterns in large corpora. My findings validate cultural perceptions of games as competitive and violent and illustrate a trend in the (re)production of dominant ideologies (many oppressive) in games. The following chapter builds on these findings by weaving autoethnographic reflection with visual, rhetorical analysis of popular fantasy game, Small World. In this chapter, I show how game materials (e.g., rules, pieces, boards) construct "players" in ways that can complicate, contradict, or even undermine a participant's lived reality. The fourth chapter analyzes the results of a survey I designed and distributed to collect information about tabletop gameplay experiences, showing how in-game activities both shape and are shaped by social circumstances, player subjectivities, and cultural beliefs about it what it means to "play a game." Players, through in-game performance and agreement to the rules as written, enact the values embedded within the game materials. Ultimately, I argue that by positioning players in ways that complicate, contradict, or even undermine their lived realities and experiential knowledges, games, at once, restrict and open possibilities for the performance and (re)construction of identity.
533
$a
Electronic reproduction.
$b
Ann Arbor, Mich. :
$c
ProQuest,
$d
2018
538
$a
Mode of access: World Wide Web
650
4
$a
Rhetoric.
$3
567738
650
4
$a
Multimedia communications.
$3
655342
650
4
$a
Social research.
$3
1179269
655
7
$a
Electronic books.
$2
local
$3
554714
690
$a
0681
690
$a
0558
690
$a
0344
710
2
$a
ProQuest Information and Learning Co.
$3
1178819
710
2
$a
The University of Arizona.
$b
English.
$3
1186454
773
0
$t
Dissertation Abstracts International
$g
79-09A(E).
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10743371
$z
click for full text (PQDT)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入