语系:
簡体中文
English
日文
繁體中文
说明
登入
回上页
切换:
标签
|
MARC模式
|
ISBD
Social games and identity in the hig...
~
Addison, Michelle.
Social games and identity in the higher education workplace[electronic resource] :playing with gender, class and emotion /
纪录类型:
书目-电子资源 : Monograph/item
[NT 15000414] null:
302.3
[NT 47271] Title/Author:
Social games and identity in the higher education workplace : playing with gender, class and emotion // by Michelle Addison.
作者:
Addison, Michelle.
出版者:
London : : Palgrave Macmillan UK :, 2016.
面页册数:
xi, 222 p. : : ill., digital ;; 24 cm.
Contained By:
Springer eBooks
标题:
Social groups.
标题:
Social Sciences.
标题:
Sociology of Work.
标题:
Higher Education.
标题:
Sociology of Education.
标题:
Gender Studies.
标题:
Self and Identity.
ISBN:
9781137518033
ISBN:
9781137518026
[NT 15000228] null:
Chapter 1. Social Games -- Chapter 2. What is Work in the 21st Century? -- Chapter 3. The Marketization of the Higher Education Workplace -- Chapter 4. Playing Games in the HE Workplace -- Chapter 5. Knowledge and Embodiment of Femininity at Work -- Chapter 6. Knowledge and Embodiment of Class at Work -- Chapter 7. (Not) 'Fitting In' and Emotion Work -- Chapter 8. Concluding Thoughts.
[NT 15000229] null:
We all play games at work - but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author's analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.
电子资源:
http://dx.doi.org/10.1057/978-1-137-51803-3
Social games and identity in the higher education workplace[electronic resource] :playing with gender, class and emotion /
Addison, Michelle.
Social games and identity in the higher education workplace
playing with gender, class and emotion /[electronic resource] :by Michelle Addison. - London :Palgrave Macmillan UK :2016. - xi, 222 p. :ill., digital ;24 cm.
Chapter 1. Social Games -- Chapter 2. What is Work in the 21st Century? -- Chapter 3. The Marketization of the Higher Education Workplace -- Chapter 4. Playing Games in the HE Workplace -- Chapter 5. Knowledge and Embodiment of Femininity at Work -- Chapter 6. Knowledge and Embodiment of Class at Work -- Chapter 7. (Not) 'Fitting In' and Emotion Work -- Chapter 8. Concluding Thoughts.
We all play games at work - but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author's analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.
ISBN: 9781137518033
Standard No.: 10.1057/978-1-137-51803-3doiSubjects--Topical Terms:
185240
Social groups.
LC Class. No.: HM716 / .A33 2016
Dewey Class. No.: 302.3
Social games and identity in the higher education workplace[electronic resource] :playing with gender, class and emotion /
LDR
:02300nmm a2200325 a 4500
001
462512
003
DE-He213
005
20160715195544.0
006
m d
007
cr nn 008maaau
008
170223s2016 enk s 0 eng d
020
$a
9781137518033
$q
(electronic bk.)
020
$a
9781137518026
$q
(paper)
024
7
$a
10.1057/978-1-137-51803-3
$2
doi
035
$a
978-1-137-51803-3
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
HM716
$b
.A33 2016
072
7
$a
JHBL
$2
bicssc
072
7
$a
SOC026000
$2
bisacsh
072
7
$a
BUS038000
$2
bisacsh
082
0 4
$a
302.3
$2
23
090
$a
HM716
$b
.A226 2016
100
1
$a
Addison, Michelle.
$3
667105
245
1 0
$a
Social games and identity in the higher education workplace
$h
[electronic resource] :
$b
playing with gender, class and emotion /
$c
by Michelle Addison.
260
$a
London :
$b
Palgrave Macmillan UK :
$b
Imprint: Palgrave Macmillan,
$c
2016.
300
$a
xi, 222 p. :
$b
ill., digital ;
$c
24 cm.
505
0
$a
Chapter 1. Social Games -- Chapter 2. What is Work in the 21st Century? -- Chapter 3. The Marketization of the Higher Education Workplace -- Chapter 4. Playing Games in the HE Workplace -- Chapter 5. Knowledge and Embodiment of Femininity at Work -- Chapter 6. Knowledge and Embodiment of Class at Work -- Chapter 7. (Not) 'Fitting In' and Emotion Work -- Chapter 8. Concluding Thoughts.
520
$a
We all play games at work - but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author's analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.
650
0
$a
Social groups.
$3
185240
650
1 4
$a
Social Sciences.
$3
372066
650
2 4
$a
Sociology of Work.
$3
640126
650
2 4
$a
Higher Education.
$3
465604
650
2 4
$a
Sociology of Education.
$3
463977
650
2 4
$a
Gender Studies.
$3
423077
650
2 4
$a
Self and Identity.
$3
640163
710
2
$a
SpringerLink (Online service)
$3
463450
773
0
$t
Springer eBooks
856
4 0
$u
http://dx.doi.org/10.1057/978-1-137-51803-3
950
$a
Social Sciences (Springer-41176)
读者评论 0 笔
多媒体
多媒体档案
http://dx.doi.org/10.1057/978-1-137-51803-3
评论
新增评论
分享你的心得
Export
[NT 5501410] pickup library
处理中
...
变更密码
登入