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Punk Playthings Provocations for 21st Century Game Makers "Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that." Malcolm Mclaren Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you’re in the wrong place. Put the book back on the shelf. Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections. Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk. Punk Playthings is not for everyone. But it might be for you.
Punk Beyond the Music: Tracing Mutations and Manifestations of the Punk Virus expands the conversation about punk from a focus on the musical genre to its surrounding cultural manifestations. Focusing on some of the most recurring practices and characteristics of punk culture —DIY, attitude, outsider identities, symbols, and politics—Iain Ellis engages many illustrative examples to investigate punk beyond the music without losing sight of its significance. Early chapters look at arts that have always existed within the punk subculture (writings, visual arts, films, and humor); subsequent sections examine areas rarely recognized as exhibiting punk characteristics (such as education, sports, crafts, and comics). Taken together, the chapters invite readers on an extensive and unpredictable journey through the evolution of punk’s developments and adaptations.
Toys--those celebrated childhood cohorts and lead actors in children's imaginative play--have a fantastic history of heroism in fiction. From teddy bears that guard sleeping babies to plastic soldiers and cowboys who lay siege to wooden block castles, toys are often the heroes of the stories children inspire authors to tell. In this collection of new essays, scholars from a great range of disciplines examine fictional toys as protectors of the children they love, as heroes of their own stories, and as champions for the greater good in the writings of A.A. Milne, Hans Christian Andersen, William Joyce, John Lasseter and many others.
Tracing developments in toy making and marketing across the evolving landscape of the 20th century, this encyclopedia is a comprehensive reference guide to America's most popular playthings and the culture to which they belong. From the origins of favorite playthings to their associations with events and activities, the study of a nation's toys reveals the hopes, goals, values, and priorities of its people. Toys have influenced the science, art, and religion of the United States, and have contributed to the development of business, politics, and medicine. Toys and American Culture: An Encyclopedia documents America's shifting cultural values as they are embedded within and transmitted by the nation's favorite playthings. Alphabetically arranged entries trace developments in toy making and toy marketing across the evolving landscape of 20th-century America. In addition to discussing the history of America's most influential toys, the book contains specific entries on the individuals, organizations, companies, and publications that gave shape to America's culture of play from 1900 to 2000. Toys from the two decades that frame the 20th century are also included, as bridges to the fascinating past—and the inspiring future—of American toys.
Read from front to back, 77 p. section includes pop-ups, flip books, and paper folding. Read from back to front, 69 p. section includes items with hidden aspects, accordion folding, and snap wallets.
The band, the lifestyle, the revolution. This classic biography charts the phenomenal rise of The Stone Roses to the icons they are today, using interviews, rehearsal tapes and the archives of author John Robb who was with them from the beginning. Robb's exclusive inside knowledge of The Stone Roses creates a compelling and intimate insight into how the band single-handedly set the blueprint for the resurgence of UK rock 'n' roll in the 1990s: Ian Brown's new lazy-style vocals, Reni's fluid, funk-tinged, ground-breaking drumming, and the guitar genius of John Squire. From the band members' early years to the inception of the Roses, through the tours and success, their influences and style, to the demise of the original line-up and their solo careers; every high and low is documented in minute detail. This is the definitive, most revered account of one of the most influential British bands in pop music history.
Punk rock may have started in the United Kingdom and United States but it certainly didn’t stay in either country. The genre flew around the globe like a contagion, touching off simultaneous movements in nearly every market imaginable: Japan, Yugoslavia, the Philippines, South Africa, New Zealand, Chile, Mexico, Poland, Burma, Singapore, and Turkey, among countless others. Performing punk rock in many of these places wasn’t just rebellious, it was legitimately dangerous, thanks to regimes far more oppressive and brutal than what existed in the West. Brave Punk World immerses readers in these foreign scenes, describing the lifestyles and art of passionate, hard-charging groups who remain secret to the punk majority but who are just as crucial as the Ramones or the Sex Pistols. James Greene, Jr. explores Brazilian bands like Ulster who angrily protested and openly mocked their region's cruel dictatorship, Germans such as Slime who see many of their songs still banned to this day, the Algerian-by-way-of-France performers Carte de Séjour who had an alleged hand in inspiring the landmark Clash hit "Rock The Casbah," and a galaxy of other punk groups from more exotic locales. Punk diehards and travel enthusiasts with a taste for chaos will enjoy the country-by-country cultural explorations and wild stories offered within these pages.
Wrestling Figure Checklist is a signature look into the world of professional wrestling and its action figures. Unlike any other wrestling figure checklist out there, this publication uniquely presents almost 10,000 different action figures, playsets and accessories in rough chronological order of their release, designed to show the reader the evolution of wrestling figures from their inception in the 1960s, all the way to the end of the 2010s. The idea behind this is to allow the reader to go back to a certain era, and to see what they toy aisle would look like at that respective time. And it's not just America, this book also explores the world of Japanese and Mexican figures as well. Even if you consider yourself a wrestling figure historian, you are bound to expand your knowledge with this one-of-a-kind book! This publication contains many wrestling promotions, including: WWE and WWF, TNA, WCW, ECW, AWA, NJPW (Japan), AJPW (Japan), NOAH (Japan), AAA (Mexico), and CMLL (Mexico). On top of this, also the many manufacturers, including: Mattel, Jakks Pacific, Hasbro, LJN, Toy Biz, Marvel Toys, Remco, Character Product (Charapro), Mogura House, Kelian, The Original San Francisco Toymakers, Just Toys, and Galoob. Whether you want to expand your knowledge, find out what figures you are missing, or find out all the figures of a particular wrestler, your journey begins here.
A novel interpretation of the history and theory of technology from the perspective of toys, play, and play objects. Toy Theory addresses the relationships between toys and technology in two distinct but overlapping ways: first, as underexamined cultural artifacts and behaviors with significant technical attributes and, second, as playful and toylike dimensions of technology at large. Seth Giddings sets out a “toy theory” of technology that emphasizes the speculative, experimental, and noninstrumental in technological paradigms and argues that children’s playthings, rather than being the most ephemeral and inconsequential of technical devices, instead offer analytical and anthropological resources for understanding the materiality and imaginaries of technology over time. After defining toy theory in general and conceptual terms, Giddings examines different types of toys to explore shifting relationships between the microcosmic symbolic or mimetic content, material and technical constitution, and modes of play of toys and toy-related artifacts, on the one hand, and prevailing, macrocosmic, technological paradigms and imaginaries, on the other. Taking a broad historical and genealogical view, Giddings traces contemporary postdigital toy and play culture to precedents from the neolithic through to the Enlightenment to consumer culture from the early nineteenth century to the present day.