Description

Book Synopsis
How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes.

We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds.

Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can

Ambient Play Playful Thinking

    Product form

    A Hardback by Larissa Hjorth, Ingrid Richardson

    £999.99

    Includes FREE delivery

    Out of stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of Ambient Play Playful Thinking by Larissa Hjorth

      Book details

      Publisher MIT Press Ltd
      Published 15 September 2020
      ISBN-13 9780262044363
      978-0262044363
      ISBN-10 0262044366

      Description

      Book Synopsis
      How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes.

      We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds.

      Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account