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The place of play : toys and digital cultures / Maaike Lauwaert.
Main entry:

Lauwaert, Maaike.

Title & Author:

The place of play : toys and digital cultures / Maaike Lauwaert.

Publication:

Amsterdam : Amsterdam University Press, ©2009.

Description:

159 pages : illustrations ; 24 cm.

Series:

MediaMatters

Restrictions:

This work is licensed under the following Creative Commons License: Attribution-NonCommercial 3.0 Unported (CC BY-NC 3.0).

Notes:
Includes bibliographical references (pages 139-151) and index.
Introduction -- Changing practices, shifting sites -- Core and periphery of play -- pt. I. New children, different toys -- The child as consumer -- Domesticating play -- The child in the city -- Toys as containers, mediators and promoters -- pt. II. From solitary to networked geographies of play -- LEGO toys : from wooden blocks to plastic bricks -- Brand extension & product differentiation -- Bringing the fans into the company -- Many-to-many geographies of play -- pt. III. Commercial geographies of play -- Toy towns and simulated cities -- A 21st-century dollhouse : The Sims -- Unwanted play practices in The Sims Online -- Commodified geographies of play -- pt. IV. Serious geographies of play -- Participation tools -- Participation processes -- Purposeful play -- Serious geographies of play -- Conclusion -- Changing geographies of play -- Making do.
Summary:

"Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory or many-to-many cultures, players do not simply play with toys designed behind closed doors but become co-designers of their own toys. The Place of Play analyzes the nature, characteristics, mechanisms and problems of many-to-many cultures through three distinctive case studies: LEGO toys, Sim games, and Serious games."--Jacket.

ISBN:

9789089640802
9089640800
9789048507962 (e-ISBN)
9048507960 (e-ISBN)
9790000000000

Subject:

Video games Social aspects Case studies.
Toys Technological innovations Case studies.
Play Social aspects Case studies.
Jouets Innovations Études de cas.
Jeu Aspect social Études de cas.
Computer games Social aspects
Play Social aspects
Datorspel.
Virtuell verklighet.

Form/genre:

Case studies
Études de cas.

Added entries:

MediaMatters.

Holdings:

Location: Library main toy reference 261568
Call No.: GV1201.34 .L3 2009
Status: Available

Actions:
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