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This “engaging social history of play” explores how technology and culture have shaped toys, games, and leisure—and vice versa (Choice). In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, technology historian 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 roles and cultural norms. Inventors—who often talk about “playing” at their work, as if motivated by the pure fun of invention—have used new materials and technologies to reshape sports and gameplay, sometimes even crafting new, extreme forms of recreation, but always responding to popular demand. Drawing from a range of sources, including scholarly monographs, patent records, newspapers, and popular and technical journals, the book covers numerous modes and sites of play. Pursell touches on the safety-conscious playground reform movement, the dazzling mechanical innovations that gave rise to commercial amusement parks, and the media’s colorful promotion of toys, pastimes, and sporting events. Along the way, he shows readers how technology enables the forms, equipment, and devices of play to evolve constantly, both reflecting consumer choices and driving innovators and manufacturers to promote toys that involve entirely new kinds of play—from LEGOs and skateboards to beading kits and videogames.
A history of post-war playgrounds and their enduring legacy. After World War II, a new kind of playground emerged in Northern Europe and North America. Rather than slides, swings, and roundabouts, these new playgrounds encouraged children to build shacks and invent their own entertainment. Playgrounds tells the story of how waste grounds and bombsites were transformed into hives of activity by children and progressive educators. It shows how a belief in the imaginative capacity of children shaped a new kind of playground and how designers reimagined what playgrounds could be. Ben Highmore tells a compelling story about pioneers, designers, and charities—and above all—about the value of play.
Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but how games affect how people relate to America itself.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
This cutting-edge new book is the replacement for Folklife and Museums: Selected Readings which was published nearly thirty years ago in 1987. The editors of that volume, Patricia Hall and Charlie Seemann, are now joined by C. Kurt Dewhurst as a third editor, for this book which includes updates to the still-relevant and classic essays and articles from the earlier text and features new pioneering pieces by some of today’s most outstanding scholars and practitioners, to provide a more current overview of the field and addressing contemporary issues. Folklife and Museums: Twenty-First Century Perspectives is a brand new collection of cutting-edge essays that combine theoretical insights, practical applications, topical case studies (focusing on particular subject matter areas and specific cultural groups), accompanied by up-to-date “resources” and “suggested readings” sections. Each essay is preceded by an explanatory headnote contextualizing the essay and includes illustrative photographs.
The four decades between the two Universal Exhibitions of 1888 and 1929 were formative in the creation of modern Barcelona. Architecture and art blossomed in the work of Antoni Gaudi­ and many others. At the same time, social unrest tore the city apart. Topics such as art nouveau and anarchism have attracted the attention of numerous historians. Yet the crucial role of science, technology and medicine in the cultural makeup of the city has been largely ignored. The ten articles of this book recover the richness and complexity of the scientific culture of end of the century Barcelona. The authors explore a broad range of topics: zoological gardens, natural history museums, amusement parks, new medical specialities, the scientific practices of anarchists and spiritists, the medical geography of the urban underworld, early mass media, domestic electricity and astronomical observatories. They pay attention to the agenda of the bourgeois elites but also to hitherto neglected actors: users of electric technologies and radio amateurs, patients in clinics and dispensaries, collectors and visitors of museums, working class audiences of public talks and female mediums. Science, technology and medicine served to exert social control but also to voice social critique. Barcelona: An urban history of science and modernity (1888-1929) shows that the city around 1900 was both a creator and facilitator of knowledge but also a space substantially transformed by the appropriation of this knowledge by its unruly citizens.
A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.
This volumes presents the first urban history of science, technology, and medicine in Lisbon, 1840-1940. It reveals how science, technology and medicine permeated even the most unlikely aspects of the urban landscape in an environment that was simultaneously a port city, scientific capital and imperial metropolis.
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.
From building blocks to city blocks, an eye-opening exploration of how children's playthings and physical surroundings affect their development. Parents obsess over their children's playdates, kindergarten curriculum, and every bump and bruise, but the toys, classrooms, playgrounds, and neighborhoods little ones engage with are just as important. These objects and spaces encode decades, even centuries of changing ideas about what makes for good child-rearing--and what does not. Do you choose wooden toys, or plastic, or, increasingly, digital? What do youngsters lose when seesaws are deemed too dangerous and slides are designed primarily for safety? How can the built environment help children cultivate self-reliance? In these debates, parents, educators, and kids themselves are often caught in the middle. Now, prominent design critic Alexandra Lange reveals the surprising histories behind the human-made elements of our children's pint-size landscape. Her fascinating investigation shows how the seemingly innocuous universe of stuff affects kids' behavior, values, and health, often in subtle ways. And she reveals how years of decisions by toymakers, architects, and urban planners have helped--and hindered--American youngsters' journeys toward independence. Seen through Lange's eyes, everything from the sandbox to the street becomes vibrant with buried meaning. The Design of Childhood will change the way you view your children's world--and your own.