ITU

Playing on the edge

Research output: Conference Article in Proceeding or Book/Report chapterBook chapterResearchpeer-review

Standard

Playing on the edge. / Cermak-Sassenrath, Daniel.

Playful Disruption of Digital Media. ed. / Daniel Cermak-Sassenrath. Springer, 2018. p. 269–97 (Gaming Media and Social Effects).

Research output: Conference Article in Proceeding or Book/Report chapterBook chapterResearchpeer-review

Harvard

Cermak-Sassenrath, D 2018, Playing on the edge. in D Cermak-Sassenrath (ed.), Playful Disruption of Digital Media. Springer, Gaming Media and Social Effects, pp. 269–97. https://doi.org/10.1007/978-981-10-1891-6_17

APA

Cermak-Sassenrath, D. (2018). Playing on the edge. In D. Cermak-Sassenrath (Ed.), Playful Disruption of Digital Media (pp. 269–97). Springer. Gaming Media and Social Effects https://doi.org/10.1007/978-981-10-1891-6_17

Vancouver

Cermak-Sassenrath D. Playing on the edge. In Cermak-Sassenrath D, editor, Playful Disruption of Digital Media. Springer. 2018. p. 269–97. (Gaming Media and Social Effects). https://doi.org/10.1007/978-981-10-1891-6_17

Author

Cermak-Sassenrath, Daniel. / Playing on the edge. Playful Disruption of Digital Media. editor / Daniel Cermak-Sassenrath. Springer, 2018. pp. 269–97 (Gaming Media and Social Effects).

Bibtex

@inbook{a620463c46114cbb9de97f85216afe65,
title = "Playing on the edge",
abstract = "Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do not challenge this position, but make it more obvious than traditional games that play is not only an activity, but a concept.",
author = "Daniel Cermak-Sassenrath",
year = "2018",
doi = "10.1007/978-981-10-1891-6_17",
language = "English",
isbn = "978-981-10-1889-3",
pages = "269–97",
editor = "Daniel Cermak-Sassenrath",
booktitle = "Playful Disruption of Digital Media",
publisher = "Springer",
address = "Germany",

}

RIS

TY - CHAP

T1 - Playing on the edge

AU - Cermak-Sassenrath, Daniel

PY - 2018

Y1 - 2018

N2 - Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do not challenge this position, but make it more obvious than traditional games that play is not only an activity, but a concept.

AB - Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do not challenge this position, but make it more obvious than traditional games that play is not only an activity, but a concept.

U2 - 10.1007/978-981-10-1891-6_17

DO - 10.1007/978-981-10-1891-6_17

M3 - Book chapter

SN - 978-981-10-1889-3

SP - 269

EP - 297

BT - Playful Disruption of Digital Media

A2 - Cermak-Sassenrath, Daniel

PB - Springer

ER -

ID: 83032480