The Place of Play
(eBook)

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Published
Amsterdam University Press, 2009.
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Format
eBook
Language
English
ISBN
9789089640802

Notes

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.

Technologie speelt een steeds belangrijkere rol in speelgoed en spellen. De immense populariteit van computerspellen maakt vragen over de invloed en functie van technologie steeds dwingender. Een van de kernaspecten van de toenemende 'technologisering' en 'digitalisering' van speelgoed en spellen is het vervagen van de grenzen tussen producenten, consumenten en spelers. In 'participatieve culturen' speelt men niet meer met achter gesloten deuren ontworpen spellen, maar worden de spelers zelf medeontwerpers. The Place of Play onderzoekt de aard, karakteristieken, mechanismen en problemen van deze participatieve culturen aan de hand van speelgoed en computerspellen.

Funding Information
The book is available as a free download thanks to a Creative Commons license.
Terms Governing Use and Reproduction
Creative Commons Attribution-NonCommercial 3.0 Unported (CC BY-NC 3.0),http://creativecommons.org/licenses/by-nc/3.0/

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Citations

APA Citation, 7th Edition (style guide)

Lauwaert, M. (2009). The Place of Play . Amsterdam University Press.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Lauwaert, Maaike. 2009. The Place of Play. Amsterdam University Press.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Lauwaert, Maaike. The Place of Play Amsterdam University Press, 2009.

MLA Citation, 9th Edition (style guide)

Lauwaert, Maaike. The Place of Play Amsterdam University Press, 2009.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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33db78bd-eb8b-7558-dd69-0e531cd7c23d-eng
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Grouped Work ID33db78bd-eb8b-7558-dd69-0e531cd7c23d-eng
Full titleplace of play
Authorlauwaert maaike
Grouping Categorybook
Last Update2022-07-13 08:07:33AM
Last Indexed2024-05-04 23:21:53PM

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First DetectedNov 07, 2014 12:00:00 AM
Last File Modification TimeAug 18, 2021 09:07:15 AM

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520 |a 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.<p>Technologie speelt een steeds belangrijkere rol in speelgoed en spellen. De immense populariteit van computerspellen maakt vragen over de invloed en functie van technologie steeds dwingender. Een van de kernaspecten van de toenemende 'technologisering' en 'digitalisering' van speelgoed en spellen is het vervagen van de grenzen tussen producenten, consumenten en spelers. In 'participatieve culturen' speelt men niet meer met achter gesloten deuren ontworpen spellen, maar worden de spelers zelf medeontwerpers. The Place of Play onderzoekt de aard, karakteristieken, mechanismen en problemen van deze participatieve culturen aan de hand van speelgoed en computerspellen.
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