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isbn 978 90 8964 080 2
15,6 x 23,4 cm, 160 pages,
paperback, 2009
English
€ 32,50

Film Studies/Visual Media, Cultural History, Populair Science
MediaMatters
Maaike Lauwaert
The Place of Play
Toys and Digital Cultures

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.

Maaike Lauwaert has recently defended her PhD thesis at the University of Maastricht and works at the Mondriaan Foundation.

Reviews
Lauwaert puts participatory culture into perspective, mapping the geography of play across building games (Meccano), design games (Lego), and procedural games (from the Sims to Face Your World). With theorists such as De Certeau, Jenkins and Pinch as guides, she explores the generation shaping capacities of games and offers a rich assessment of the move towards ‘many-to-many’ play forms from the perspective of media and cultural studies, the history of childhood, science-technology-society, and game studies. With this much needed intervention, Lauwaert also demonstrates the value of one-to-many scholarship.

William Uricchio, professor and director, MIT Comparative Media Studies