In this edited volume, eighteen scholars examine the increasing role of
digital media technologies in identity construction through play. Going
beyond computer games, this interdisciplinary collection argues that
present-day play and games are not only appropriate metaphors for
capturing postmodern human identities, but are in fact the means by
which people create their identity. From discussions of World of
Warcraft and Foursquare to digital cartographies, the combined essays
form a groundbreaking volume that features the most recent insights in
play and game studies, media research, and identity studies.