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

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    £17.99

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    Order before 4pm tomorrow for delivery by Wed 1 Jul 2026.

    A Hardback by Larissa Hjorth, Ingrid Richardson

    10 in stock


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

      Publisher: MIT Press Ltd
      Publication Date: 15/09/2020
      ISBN13: 9780262044363, 978-0262044363
      ISBN10: 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

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