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dc.contributor.authorLauwaert, Maaike
dc.date.accessioned2010-12-31 23:55:55
dc.date.accessioned2019-12-10 14:46:32
dc.date.accessioned2020-04-01T15:30:52Z
dc.date.available2020-04-01T15:30:52Z
dc.date.issued2009
dc.identifier341443
dc.identifierOCN: 432993967en_US
dc.identifier.urihttp://library.oapen.org/handle/20.500.12657/34980
dc.description.abstractIncreasingly, 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.languageEnglish
dc.relation.ispartofseriesMediaMatters
dc.subject.classificationthema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinemaen_US
dc.subject.classificationthema EDItEUR::A The Arts::AT Performing arts::ATJ Televisionen_US
dc.subject.classificationthema EDItEUR::N History and Archaeology::NH Historyen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studiesen_US
dc.subject.classificationthema EDItEUR::P Mathematics and Science::PD Science: general issuesen_US
dc.subject.othertoys
dc.subject.otherwetenschap algemeen
dc.subject.othercomputer games
dc.subject.othercultuur and geschiedenis
dc.subject.otherparticipatory cultures
dc.subject.otherculture and history
dc.subject.othermotion pictures
dc.subject.otherfilm
dc.subject.otherpopular science
dc.subject.othermany-to-many cultures
dc.titleThe Place of Play
dc.title.alternativeToys and Digital Cultures
dc.typebook
oapen.abstract.otherlanguageTechnologie 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.
oapen.identifier.doi10.5117/9789089640802
oapen.relation.isPublishedBydd3d1a33-0ac2-4cfe-a101-355ae1bd857a
oapen.relation.isbn9789089640802
oapen.series.number3
oapen.pages160
oapen.identifier.ocn432993967


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