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A fascinating, eclectic analysis of the changing geographies of play in contemporary society.
Since the "Automatic Binding Bricks" that LEGO produced in 1949, and the LEGO "System of Play" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on to become a global phenomenon, and the favorite building toy of children, as well as many an AFOL (Adult Fan of LEGO). LEGO has also become a medium into which a wide number of media franchises, including Star Wars, Harry Potter, Pirates of the Caribbean, Batman, Superman, Lord of the Rings, and others, have adapted their characters, vehicles, props, and settings. The LEGO Group itself has become a multimedia empire, including LEGO books, movies, television shows, video games, board games, comic books, theme parks, maga...
A compelling examination of the the practice and implications of modding as they apply to the bestelling computer game The Sims.
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivisionâ€...
Long before Batman, Flash Gordon, or the Lone Ranger were the stars of their own TV shows, they had dedicated audiences watching their adventures each week. The difference was that this action took place on the big screen, in short adventure serials whose exciting cliffhangers compelled the young audience to return to the theater every seven days. Matinee Melodrama is the first book about the adventure serial as a distinct artform, one that uniquely encouraged audience participation and imaginative play. Media scholar Scott Higgins proposes that the serial’s incoherent plotting and reliance on formula, far from being faults, should be understood as some of its most appealing attributes, he...
Bringing together comparative case studies from Belfast, Beirut, Amsterdam and Berlin, this book examines the role of the urban environment in social polarisation processes. In doing so, it provides a timely and refreshingly innovative voice in the confusing babble on (counter-)terrorism, urban conflict and community cohesion. Despite their socio-political differences, these cities are telling cases of how the location and shape of very mundane objects such as rubbish bins, bridges, clothes’ stores, shopping malls and cafés - in addition to the obvious fences, walls and barbed wire - are often subject to heated controversies and influence the way urban conflict is 'lived' and practised. W...
How technology shapes play in America—and vice versa. In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, senior historian of technology Carroll Pursell poses a simple but interesting question: What can we learn by studying the relationship between technology and play? From Playgrounds to PlayStation explores how play reflects and drives the evolution of American culture. Pursell engagingly examines the ways in which technology affects play and play shapes people. The objects that children (and adults) play with and play on, along with their games and the hobbies they pursue, can reinforce but also challenge gender...
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
This edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments. Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future.
Slides for the magic or optical lantern were a major tool for knowledge transfer in the second half of the 19th and early 20th centuries. Schools, universities, the church and many public and private institutions all over the world relied on the lantern for illustrated lectures and demonstrations. This volume brings together scholarly research on the educational uses of the optical lantern in different disciplines by international specialists, representing the state of the art of magic lantern research today. In addition, it contains a lab section with contributions by archivists and curators and performers reflecting on ways to preserve, present and re-use this immensely rich cultural herit...