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Bringing together comparative case studies from Belfast, Beirut, Amsterdam and Berlin, this book examines the role of the urban environment in social polarisation processes. In doing so, it provides a timely and refreshingly innovative voice in the confusing babble on (counter-)terrorism, urban conflict and community cohesion. Despite their socio-political differences, these cities are telling cases of how the location and shape of very mundane objects such as rubbish bins, bridges, clothes’ stores, shopping malls and cafés - in addition to the obvious fences, walls and barbed wire - are often subject to heated controversies and influence the way urban conflict is 'lived' and practised. W...
Slides for the magic or optical lantern were a major tool for knowledge transfer in the second half of the 19th and early 20th centuries. Schools, universities, the church and many public and private institutions all over the world relied on the lantern for illustrated lectures and demonstrations. This volume brings together scholarly research on the educational uses of the optical lantern in different disciplines by international specialists, representing the state of the art of magic lantern research today. In addition, it contains a lab section with contributions by archivists and curators and performers reflecting on ways to preserve, present and re-use this immensely rich cultural herit...
This “engaging social history of play” explores how technology and culture have shaped toys, games, and leisure—and vice versa (Choice). In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, technology historian 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 the...
A compelling examination of the the practice and implications of modding as they apply to the bestelling computer game The Sims.
Limiting Outer Space propels the historicization of outer space by focusing on the Post-Apollo period. After the moon landings, disillusionment set in. Outer space, no longer considered the inevitable destination of human expansion, lost much of its popular appeal, cultural significance and political urgency. With the rapid waning of the worldwide Apollo frenzy, the optimism of the Space Age gave way to an era of space fatigue and planetized limits. Bringing together the history of European astroculture and American-Soviet spaceflight with scholarship on the 1970s, this cutting-edge volume examines the reconfiguration of space imaginaries from a multiplicity of disciplinary perspectives. Rather than invoking oft-repeated narratives of Cold War rivalry and an escalating Space Race, Limiting Outer Space breaks new ground by exploring a hitherto underrated and understudied decade, the Post-Apollo period.
This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
Since the "Automatic Binding Bricks" that LEGO produced in 1949, and the LEGO "System of Play" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on to become a global phenomenon, and the favorite building toy of children, as well as many an AFOL (Adult Fan of LEGO). LEGO has also become a medium into which a wide number of media franchises, including Star Wars, Harry Potter, Pirates of the Caribbean, Batman, Superman, Lord of the Rings, and others, have adapted their characters, vehicles, props, and settings. The LEGO Group itself has become a multimedia empire, including LEGO books, movies, television shows, video games, board games, comic books, theme parks, maga...
Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their ...
Though the progress of technology continually pushes life toward virtual existence, the last decade has witnessed a renewed focus on materiality. Design, Mediation, and the Posthuman bears witness to the attention paid byliterary theorists, digital humanists, rhetoricians, philosophers, and designers to the crafted environment, the manner in which artifacts mediate human relations, and the constitution of a world in which the boundary between humans and things has seemingly imploded. The chapters reflect on questions about the extent to which we ought to view humans and nonhuman artifacts as having equal capacity for agency and life, and the ways in which technological mediation challenges t...
This edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments. Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future.