This book investigates a paradox of creative yet scripted play—how LEGO invites players to build ‘freely’ with and within its highly structured, ideologically-laden toy system. First, this book considers theories and methods for deconstructing LEGO as a medium of bricolage, the creative reassembly of already-significant elements. Then, it pieces together readings of numerous LEGO sets, advertisements, videogames, films, and other media that show how LEGO constructs five ideologies of play: construction play, dramatic play, digital play, transmedia play, and attachment play. From suburban traffic patterns to architectural croissants, from feminized mini-doll bodies to toys-to-life stories, from virtual construction to playful fan creations, this book explores how the LEGO medium conveys ideological messages—not by transmitting clear statements but by providing implicit instructions for how to reassemble meanings it had all along.
This book investigates a paradox of creative yet scripted play—how LEGO invites players to build ‘freely’ with and within its highly structured, ideologically-laden toy system. First, this book considers theories and methods for deconstructing LEGO as a medium of bricolage, the creative reassembly of already-significant elements. Then, it pieces together readings of numerous LEGO sets, advertisements, videogames, films, and other media that show how LEGO constructs five ideologies of play: construction play, dramatic play, digital play, transmedia play, and attachment play. From suburban traffic patterns to architectural croissants, from feminized mini-doll bodies to toys-to-life stories, from virtual construction to playful fan creations, this book explores how the LEGO medium conveys ideological messages—not by transmitting clear statements but by providing implicit instructions for how to reassemble meanings it had all along.
This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.
Progress towards gender parity is hindered by unconscious ways that hypermasculinity is valorized at a symbolic level. By deconstructing how social and textual phenomena as well as social structures contribute to gender performativity, we can elucidate hard-to-discern patterns that perpetuate hegemonic masculinity. The subliminal elevation of symbols of hypermasculinity excludes both women and non-gender conforming men. By delving into these symbolic meanings that operate subliminally, we can more effectively debunk beliefs that “real men” fall within narrow parameters of masculinity. There remains much to explore in terms of hidden pressures for men to constrain their expression of emotions, project an appearance of hardness, and equate violence with power, to name just a few persistent facets of toxic masculinity. While abstract forms of inculcating hypermasculinity are difficult to identify, interrogating their role in masculine performativity will result in a more comprehensive understanding of impediments to gender equality.
Are you familiar with the Pareto Rule of 80/20? Do you know that by spending as small as 20% of your time being mindful you can be 80% more successful in what you do? The One Technique is written and designed for those who want to overcome resistance within and achieve success without. Here, the author shares with the readers his journey of how being mindful using mediation was the single most powerful tool to turn his life around from the misery of smoking and drunkenness, a near breakup, loss of a job, to a life of peace, abundance and a harmonious relationship by living his true values that bring him joy. 80% of the most successful people interviewed by Tim Ferris for the book Tools of Titans meditate in some form or the other. If you want to get on a ride that can change your life and be the Titan that you are meant to me, it is vital that you begin your journey, and Now!
Who you are and who you want to be don’t always match up. Like most teenage girls, you’ve probably spent lots of time in front of the mirror wondering what you’ll be when you grow up—or dreaming of who you’ll become. Is it a supermodel, an actress, a dancer, or is it a businesswoman, a mom, or even a pastor? Brooklyn Lindsey grew up dreaming of being a supermodel. She even had a chance to do some modeling and became a festival queen. Her experiences taught her a lot about what she did and didn’t want in life. But it wasn’t until she became a youth pastor that she realized God had already set her “supermodel” dream in motion. God had plans for her to be a different kind of “supermodel.”God has a plan for you, too—and it’s probably bigger than anything you could ever imagine. Read along as Brooklyn shares stories of triumph and tragedy as an aspiring model, and learn how your faith and your friends play a significant role in who you are and who you’ll become. In Confessions of a Not-So-Super Model you’ll begin to reshape the way you see yourself and the way you dream. You’ll discover that being a supermodel doesn’t always require fabulous hair and a great figure.
When children build with blocks, they are both literally and figuratively constructing their knowledge of the world. When we see children's construction play through the lens of architecture, we are able to support and extend children's learning on all four STEM subjects: science, technology, engineering, and math. Young Architects at Play is a guide for both teachers and parents and includes a diverse variety of activities and resources. More than 20 projects involve both traditional classroom materials like unit blocks as well as natural materials, found objects, cardboard, and authentic woodworking materials. Throughout the book, Ann Gadzikowski makes meaningful connections between STEM learning and the power of stories, both the children's own narratives as well as the rich diversity of stories and illustrations from children's literature.
How the tools of design research can involve designers more directly with objects, products and services they design; from human-centered research methods to formal experimentation, process models, and application to real world design problems. The tools of design research, writes Brenda Laurel, will allow designers "to claim and direct the power of their profession." Often neglected in the various curricula of design schools, the new models of design research described in this book help designers to investigate people, form, and process in ways that can make their work more potent and more delightful. "At the very least," Peter Lunenfeld writes in the preface, "design research saves us from reinventing the wheel. At its best, a lively research methodology can reinvigorate the passion that so often fades after designers join the profession." The goal of the book is to introduce designers to the many research tools that can be used to inform design as well as to ideas about how and when to deploy them effectively. The chapter authors come from diverse institutions and enterprises, including Stanford University, MIT, Intel, Maxis, Studio Anybody, Sweden's HUMlab, and Big Blue Dot. Each has something to say about how designers make themselves better at what they do through research, and illustrates it with real world examples—case studies, anecdotes, and images. Topics of this multi-voice conversation include qualitative and quantitative methods, performance ethnography and design improvisation, trend research, cultural diversity, formal and structural research practice, tactical discussions of design research process, and case studies drawn from areas as unique as computer games, museum information systems, and movies. Interspersed throughout the book are one-page "demos," snapshots of the design research experience. Design Research charts the paths from research methods to research findings to design principles to design results and demonstrates the transformation of theory into a richly satisfying and more reliably successful practice.
Block Parties examines young children’s spatial development through the lens of emergent STEAM thinking. This book explores the physical and psychological tools that children use when they engage in constructive free play, and how these tools contribute to and shape the constructions they produce. Providing readers with the tools and understanding necessary to develop children’s spatial sense through the domains of mapping and architecture, this cutting-edge volume lays the groundwork for both cognitive development and early childhood specialists and educators to develop more robust models of STEAM-related curriculum that span the early years through to adolescence.