The social marketplace for new and used books.

Get started

Learn to sell
Learn to buy
Buy textbooks
Sign up
Buy a giftcard
For the authors

Support

Help
Track a shipment
Terms of use
Privacy policy
Cookies policy

Company

About us
Work with us
Give feedback
Categories

Contact us

Fast delivery with

Safe payments by

Visa
Mastercard
Vipps
Klarna

© 2026 Bookis AS

English

Communities of Play

Paperback • 2011 • English

Communities of Play

By Celia Pearce

0 Ratings • 0.0 of 5

‌
‌
‌
‌
‌
‌
‌
‌
‌
‌
‌
‌
‌
‌
‌
‌
‌

About the book

Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and desig...Show more

Book details

ISBN

9780262516730

Publisher

MIT Press

Published year

2011

Language

English

Original title

Communities of Play

Format

Paperback

Shippping and returns

Shipping

Used books are shipped by the seller. Expected delivery after package is sent is 2-4 days.

Returns

Contact the seller after delivery.

Reviews · 0

0 Ratings • 0.0 of 5

You might also like

The Score How to Stop Playing Someone Else's Game

The Score How to Stop Playing Someone Else's Game

C. Thi Nguyen

Playframes How Do We Know We Are Playing?

Playframes How Do We Know We Are Playing?

Celia Pearce

Gaming for Good Unlocking the Power of Gaming to Create a Better World for Us All

Gaming for Good Unlocking the Power of Gaming to Create a Better World for Us All

Jude Ower

Virtual Society

Virtual Society

Herman Narula

Games Children Play II Games to Develop Social Skills, Teamwork, Balance and Coordination

Games Children Play II Games to Develop Social Skills, Teamwork, Balance and Coordination

Kim John Payne

Qualitative studies of exploration in childhood education

Qualitative studies of exploration in childhood education

Marilyn Fleer

Whose game? Gender and power in fantasy sports

Whose game? Gender and power in fantasy sports

Rebecca Joyce Kissane

Analyzing Digital Discourse New Insights and Future Directions

Analyzing Digital Discourse New Insights and Future Directions

Patricia Bou-Franch

Affinity Online

Affinity Online

Mizuko Ito

Playing to the Crowd

Playing to the Crowd

Nancy K. Baym

The Toxic Meritocracy of Video Games

The Toxic Meritocracy of Video Games

Christopher A. Paul

How Games Move Us

How Games Move Us

Santa Cruz) Isbister Katherine (Professor University of California

The Gamer's Brain

The Gamer's Brain

USA) Hodent Celia (Epic Games Cary North Carolina

Building Successful Online Communities

Building Successful Online Communities

Carnegie Mellon University) Kraut Robert E. (Herbert A. Simon Professor of Human Computer Interaction

Inclusion, Play and Empathy

Inclusion, Play and Empathy

Diversifying Barbie and Mortal Kombat Intersectional Perspectives and Inclusive Designs in Gaming

Diversifying Barbie and Mortal Kombat Intersectional Perspectives and Inclusive Designs in Gaming

Yasmin B. Kafai

The Excellence of Play

The Excellence of Play

Janet Moyles

Disconnected

Disconnected

Carrie (Harvard University) James

Networked

Networked

Lee Rainie

Playing with the past-digital games and the s…

Playing with the past-digital games and the s…

Matthew Wilhelm

The Culture of Connectivity

The Culture of Connectivity

Jose van Dijck

Identity, Community, and Learning Lives in the Digital Age

Identity, Community, and Learning Lives in the Digital Age

Ola Erstad

 Reality is Broken

Reality is Broken

Jane McGonigal

Godwired Religion, Ritual, and Virtual Reality

Godwired Religion, Ritual, and Virtual Reality

Rachel Wagner

Reality is Broken Why Games Make Us Better and how They Can Change the World

Reality is Broken Why Games Make Us Better and how They Can Change the World

Jane McGonigal

Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat

Language and Learning in the Digital Age

Language and Learning in the Digital Age

James Gee

In-Game

In-Game

Gordon Calleja

A New Culture of Learning Cultivating the Imagination for a World of Constant Change

A New Culture of Learning Cultivating the Imagination for a World of Constant Change

Douglas Thomas

Play Between Worlds Exploring Online Game Culture

Play Between Worlds Exploring Online Game Culture

T. L. Taylor

We-Think

We-Think

Leadbeater, Charles

Computer Games. Text, Narrative and Play

Computer Games. Text, Narrative and Play

Diane Carr

Convergence Culture

Convergence Culture

Henry Jenkins

Play = Learning: How Play Motivates and Enhances Children's Cognitive and Social-Emotional Growth

Play = Learning: How Play Motivates and Enhances Children's Cognitive and Social-Emotional Growth

Dorothy G. Singer

 Massively multiplayer online role-playing games

Massively multiplayer online role-playing games

R. V. Kelly 2

Playing With Fire: How do computer games influence the player?

Playing With Fire: How do computer games influence the player?

Simon Egenfeldt-Nielsen

Man, Play and Games

Man, Play and Games

Roger Caillois

Gender Play

Gender Play

Barrie Thorne

Situated Learning

Situated Learning

Jean Lave

No Sense of Place

No Sense of Place

Joshua Meyrowitz