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The Place of Play

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dc.creator Lauwaert, Maaike
dc.date 2009
dc.date.accessioned 2020-02-25T15:36:59Z
dc.date.available 2020-02-25T15:36:59Z
dc.identifier http://www.oapen.org/download/?type=document&docid=341443
dc.identifier https://www.doabooks.org/doab?func=search&query=rid:12612
dc.identifier ISBN: 9789089640802
dc.identifier DOI: 10.5117/9789089640802
dc.identifier.uri https://evidence.thinkportal.org/handle/123456789/32324
dc.description 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 cultures, players do not simply play with toys designed behind closed doors but become co-designers. This book takes a critical look at the advantages and disadvantages of participatory cultures and places the changing world of toys, games and playing in a historical context. Contrary to many New Media and computer game studies, this book takes the historical background of these phenomena into account by situating the changing world of play in the context of the social and cultural processes of commodification, domestication and urbanization from the 1850s to the present.
dc.language Undetermined
dc.publisher Amsterdam University Press
dc.rights https://creativecommons.org/licenses/by-nc/4.0/legalcode
dc.subject toys
dc.subject wetenschap algemeen
dc.subject computer games
dc.subject cultuur and geschiedenis
dc.subject participatory cultures
dc.subject culture and history
dc.subject motion pictures
dc.subject film
dc.subject popular science
dc.subject many-to-many cultures
dc.title The Place of Play
dc.type book


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