The place of play : toys and digital cultures /
A fascinating, eclectic analysis of the changing geographies of play in contemporary society.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Amsterdam :
Amsterdam University Press,
©2009.
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Colección: | MediaMatters.
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Temas: | |
Acceso en línea: | Texto completo Texto completo |
MARC
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100 | 1 | |a Lauwaert, Maaike. | |
245 | 1 | 4 | |a The place of play : |b toys and digital cultures / |c Maaike Lauwaert. |
260 | |a Amsterdam : |b Amsterdam University Press, |c ©2009. | ||
300 | |a 1 online resource (159 pages) : |b illustrations | ||
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504 | |a Includes bibliographical references (pages 139-151) and index. | ||
505 | 0 | 0 | |t Introduction. |t Changing Practices, Shifting Sites -- |t Core and Periphery of Play -- |g Part I: |t New Children, Different Toys -- |t The Child as Consumer -- |t Domesticating Play -- |t The Child in the City -- |t Toys as Containers, Mediators and Promoters -- |g Part II: |t From Solitary to Networked Geographies of Play. |t LEGO Toys: from Wooden Blocks to Plastic Bricks -- |t Brand Extension & Product Differentiation -- |t Bringing the Fans into the Company -- |t Many-to-Many Geographies of Play -- |g Part III: |t Commercial Geographies of Play. |t Toy Towns and Simulated Cities -- |t A 21st-century Dollhouse: The Sims -- |t Unwanted Play Practices in The Sims Online -- |t Commodified Geographies of Play -- |g Part IV: |t Serious Geographies of Play. |t Participation Tools -- |t Participation Processes -- |t Purposeful Play -- |t Serious Geographies of Play -- |t Conclusion. |t Changing Geographies of Play -- |t Making Do. |
505 | 0 | |a pt. 1. New children, different toys -- pt. 2. From solitary to networked geographies of play -- pt. 3. Commercial geographies of play -- pt. 4. Serious geographies of play. | |
520 | |a A fascinating, eclectic analysis of the changing geographies of play in contemporary society. | ||
588 | 0 | |a Print version record. | |
546 | |a English. | ||
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650 | 0 | |a Computer games |x Social aspects. | |
650 | 0 | |a Computer games |x Social aspects |v Case studies. | |
650 | 0 | |a Games and technology. | |
650 | 6 | |a Jeux et technologie. | |
650 | 7 | |a Computing and information technology. |2 bicssc | |
650 | 7 | |a Graphical and digital media applications. |2 bicssc | |
650 | 7 | |a Society and social sciences. |2 bicssc | |
650 | 7 | |a Society and culture: general. |2 bicssc | |
650 | 7 | |a Media studies. |2 bicssc | |
650 | 7 | |a The arts. |2 bicssc | |
650 | 7 | |a Film, TV and radio. |2 bicssc | |
650 | 7 | |a Humanities. |2 bicssc | |
650 | 7 | |a History. |2 bicssc | |
650 | 7 | |a Mathematics and science. |2 bicssc | |
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