Celia Pearce
Biographic Data
| ID | 3750749 |
|---|---|
| NAME | Celia Pearce |
| GIVEN NAMES | Celia |
| FAMILY NAME | Pearce |
| SIGNATURE | PEARCE C |
| AFFILIATIONS | Georgia Institute of Technology |
| ORCID | 0009-0005-5466-8190 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 24 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 1 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 3 |
Ethnography and Virtual Worlds
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant obse…
Playframes
An exploration of how we know we're playing and what happens when we don't. Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Bateson's primary question: How do we know we're playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message “this is play.” This “big tent” approach covers a broad swath of playframes, …
The Infinite Playground
A play-centered invitation to experience the power and delight unlocked by imagination. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, an…
Words with friends
research-article Share on Words with friends: writing collaboratively online Authors: Tom Boellstorff University of California, Irvine University of California, IrvineView Profile , Bonnie Nardi University of California, Irvine University of California, IrvineView Profile , Celia Pearce Georgia Institute of Technology Georgia Institute of TechnologyView Profile , T. L. Taylor Massachusetts Institute of Technology Massachusetts Institute of Techno…
Ethnography and Virtual Worlds
Communities of Play
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.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 ga…
The Truth About Baby Boomer Gamers
This article describes a study conducted in the summer of 2006 aimed at exploring the play patterns and lifestyles of gamers who fall into the loose demographic of "Baby Boomers," typically defined as people born between 1946 and 1964. This independent study, including more than 300 participants, combined quantitative and qualitative techniques to paint a multifaceted picture of the gaming lifestyles and tastes of this understudied population. Th…
Sustainable Play
This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), and Christo and Jean-Claude (Vall…
Productive Play
In this article, the author argues against the assertion, originating with "canonical" game studies texts such as Homo Ludens and Man, Play, and Games, that inherent in the definition of games is that they are "unproductive." Instead, she makes a case for the notion of productive play, in which creative production for its own sake (as opposed to production for hire) is an active and integral part of play activities, particularly those enabled by …
Bridges I
Today, a worldwide community of innovators is engaged in the convergence of art, technology and science, as are a number of vital and active organizations, yet there seems to be very little discourse about the process of doing interdisciplinary work. The BRIDGES Consortium seeks to create a collaborative forum for the study and development of interdisciplinary collaboration as a practice. At the first Bridges Summit, held in June 2001, participan…
Productive Play
In this article, the author argues against the assertion, originating with "canonical" game studies texts such as Homo Ludens and Man, Play, and Games, that inherent in the definition of games is that they are "unproductive." Instead, she makes a case for the notion of productive play, in which creative production for its own sake (as opposed to production for hire) is an active and integral part of play activities, particularly those enabled by …
The Truth About Baby Boomer Gamers
This article describes a study conducted in the summer of 2006 aimed at exploring the play patterns and lifestyles of gamers who fall into the loose demographic of "Baby Boomers," typically defined as people born between 1946 and 1964. This independent study, including more than 300 participants, combined quantitative and qualitative techniques to paint a multifaceted picture of the gaming lifestyles and tastes of this understudied population. Th…
Ethnography and Virtual Worlds
Sustainable Play
This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), and Christo and Jean-Claude (Vall…
Bridges I
Today, a worldwide community of innovators is engaged in the convergence of art, technology and science, as are a number of vital and active organizations, yet there seems to be very little discourse about the process of doing interdisciplinary work. The BRIDGES Consortium seeks to create a collaborative forum for the study and development of interdisciplinary collaboration as a practice. At the first Bridges Summit, held in June 2001, participan…
Productive Play
In this article, the author argues against the assertion, originating with "canonical" game studies texts such as Homo Ludens and Man, Play, and Games, that inherent in the definition of games is that they are "unproductive." Instead, she makes a case for the notion of productive play, in which creative production for its own sake (as opposed to production for hire) is an active and integral part of play activities, particularly those enabled by …
Sustainable Play
This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), and Christo and Jean-Claude (Vall…
The Truth About Baby Boomer Gamers
This article describes a study conducted in the summer of 2006 aimed at exploring the play patterns and lifestyles of gamers who fall into the loose demographic of "Baby Boomers," typically defined as people born between 1946 and 1964. This independent study, including more than 300 participants, combined quantitative and qualitative techniques to paint a multifaceted picture of the gaming lifestyles and tastes of this understudied population. Th…
Communities of Play
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.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 ga…
Words with friends
research-article Share on Words with friends: writing collaboratively online Authors: Tom Boellstorff University of California, Irvine University of California, IrvineView Profile , Bonnie Nardi University of California, Irvine University of California, IrvineView Profile , Celia Pearce Georgia Institute of Technology Georgia Institute of TechnologyView Profile , T. L. Taylor Massachusetts Institute of Technology Massachusetts Institute of Techno…
Ethnography and Virtual Worlds
The Infinite Playground
A play-centered invitation to experience the power and delight unlocked by imagination. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, an…
Ethnography and Virtual Worlds
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant obse…
Playframes
An exploration of how we know we're playing and what happens when we don't. Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Bateson's primary question: How do we know we're playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message “this is play.” This “big tent” approach covers a broad swath of playframes, …
Computer Science (8 works) · Digital Games and Media (8 works) · Sociology (8 works) · Media studies (5 works) · Political science (5 works) · Anthropology (4 works) · Art (4 works) · Ethnography (4 works) · Aesthetics (3 works) · Human–computer interaction (3 works)