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|a Lauwaert, Maaike.
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1 |
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|a The place of play :
|b toys and digital cultures /
|c Maaike Lauwaert.
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|a Amsterdam :
|b Amsterdam University Press,
|c Ã2009.
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|a 1 online resource (159 pages) :
|b illustrations
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
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|a MediaMatters
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|a Includes bibliographical references (pages 139-151) and index.
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|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.
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0 |
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|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.
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|a A fascinating, eclectic analysis of the changing geographies of play in contemporary society.
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|a Print version record.
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|a English.
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|a Computer games
|x Social aspects.
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|a Computer games
|x Social aspects
|v Case studies.
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|a Games and technology.
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650 |
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|a Jeux et technologie.
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|a Computing and information technology.
|2 bicssc
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|a Graphical and digital media applications.
|2 bicssc
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|2 bicssc
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|2 bicssc
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|a Media studies.
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