Record ID | marc_columbia/Columbia-extract-20221130-024.mrc:147201469:3976 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-024.mrc:147201469:3976?format=raw |
LEADER: 03976cam a2200577 i 4500
001 11732907
005 20160210152430.0
008 140821s2015 mdua b 001 0 eng
010 $a 2014031358
035 $a(OCoLC)ocn888986066
040 $aDLC$beng$erda$cDLC$dYDX$dBTCTA$dOCLCF$dBDX$dCOO$dYUS$dYDXCP$dOCLCO$dCHVBK$dOCLCO$dZLM$dOCLCQ$dOKJ$dIAD$dOCLCO
020 $a9781421416502$q(pbk. ;$qalk. paper)
020 $z9781421416519$q(electronic)
020 $a1421416506$q(pbk. ;$qalk. paper)
020 $z1421416514$q(electronic)
024 8 $a40024799323
029 1 $aAU@$b000054719096
029 1 $aCHBIS$b010220466
029 1 $aCHSLU$b001196902
029 1 $aCHVBK$b334816041
029 1 $aCHVBK$b335884334
029 1 $aNLGGC$b395406153
035 $a(OCoLC)888986066
042 $apcc
050 00 $aGV1201.34$b.P87 2015
082 00 $a790$223
049 $aZCUA
100 1 $aPursell, Carroll W.
245 10 $aFrom playgrounds to PlayStation :$bthe interaction of technology and play /$cCarroll Pursell.
264 1 $aBaltimore :$bJohns Hopkins University Press,$c2015.
300 $a200 pages :$billustrations ;$c23 cm
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction: playing with technology -- Toys for girls and boys -- The safe and rational playground -- From pleasure gardens to fun factories -- The hobbyist -- Games and sports -- Extreme and (sometimes impolite) sports -- Electronic games -- Conclusion: eight hours for recreation.
520 $a"In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, senior historian of technology 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."--Publisher's description.
650 0 $aGames and technology$xHistory.
650 0 $aToys$xHistory.
650 0 $aElectronic games$xHistory.
650 0 $aPlay$xHistory.
650 0 $aRecreation$xHistory.
650 7 $aElectronic games.$2fast$0(OCoLC)fst00907227
650 7 $aGames and technology.$2fast$0(OCoLC)fst01739457
650 7 $aPlay.$2fast$0(OCoLC)fst01066938
650 7 $aRecreation.$2fast$0(OCoLC)fst01091713
650 7 $aToys.$2fast$0(OCoLC)fst01153487
650 7 $aSpiel.$0(DE-588)4056218-9$2gnd
650 7 $aAnthropologie.$0(DE-588)4002230-4$2gnd
655 7 $aHistory.$2fast$0(OCoLC)fst01411628
852 00 $bbar$hGV1201.34$i.P87 2015