Author: Theo van Leeuwen
Publisher: Bloomsbury Publishing
ISBN: 1350324906
Category : Language Arts & Disciplines
Languages : en
Pages : 233
Book Description
Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Barbie Just for Fun
Author: Sara Miller
Publisher: Reader's Digest Children's Books
ISBN: 9781575846514
Category : Games for girls
Languages : en
Pages : 0
Book Description
Who will I marry? Where will I live? Will I be famous? Girls take turns by pressing the specially designed spinner to "reveal" their future, play truth or dare, and get answers to their questions. Includes six fun-filled games.
Publisher: Reader's Digest Children's Books
ISBN: 9781575846514
Category : Games for girls
Languages : en
Pages : 0
Book Description
Who will I marry? Where will I live? Will I be famous? Girls take turns by pressing the specially designed spinner to "reveal" their future, play truth or dare, and get answers to their questions. Includes six fun-filled games.
The Semiotics of Toys and Games
Author: Theo van Leeuwen
Publisher: Bloomsbury Publishing
ISBN: 1350324906
Category : Language Arts & Disciplines
Languages : en
Pages : 233
Book Description
Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Publisher: Bloomsbury Publishing
ISBN: 1350324906
Category : Language Arts & Disciplines
Languages : en
Pages : 233
Book Description
Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Barbie's Queer Accessories
Author: Erica Rand
Publisher: Duke University Press
ISBN: 9780822316206
Category : Antiques & Collectibles
Languages : en
Pages : 228
Book Description
This book discusses the history of the Barbie doll and at the cultural reappropriations of Barbie by artists, collectors and especially lesbians and gay men.
Publisher: Duke University Press
ISBN: 9780822316206
Category : Antiques & Collectibles
Languages : en
Pages : 228
Book Description
This book discusses the history of the Barbie doll and at the cultural reappropriations of Barbie by artists, collectors and especially lesbians and gay men.
Barbie: Code Camp with Barbie and Friends (Barbie)
Author: Devra Newberger Speregen
Publisher: Mattel, Inc.
ISBN: 168343143X
Category : Juvenile Nonfiction
Languages : en
Pages : 74
Book Description
Think like a coder while playing sports, crafting . . . even pet-sitting? At Code Camp, Barbie and her friends are discovering all the ways they use coding concepts every day! In their final project, Barbie, Nikki, and Teresa share all the fun ways you can think like a coder, too! Concepts include Algorithms, Sequences, Loops, Debugging, and more! You don’t need a computer to start learning about coding. Unplug with Barbie and her friends and start thinking like a computer programmer, today!
Publisher: Mattel, Inc.
ISBN: 168343143X
Category : Juvenile Nonfiction
Languages : en
Pages : 74
Book Description
Think like a coder while playing sports, crafting . . . even pet-sitting? At Code Camp, Barbie and her friends are discovering all the ways they use coding concepts every day! In their final project, Barbie, Nikki, and Teresa share all the fun ways you can think like a coder, too! Concepts include Algorithms, Sequences, Loops, Debugging, and more! You don’t need a computer to start learning about coding. Unplug with Barbie and her friends and start thinking like a computer programmer, today!
Our Social World
Author: Jeanne H. Ballantine
Publisher: Pine Forge Press
ISBN: 1412968186
Category : Social Science
Languages : en
Pages : 669
Book Description
The most innovative introduction to Sociology in a generation presents a coherent essay that inspires students to develop their sociological imaginations: to see the world and personal events from a new perspective, and to confront sociological issues on a day-to-day basis. This engaging text introduces the discipline of sociology to the contemporary student and provides an integrated, comprehensible framework from which to view the world. In each chapter, authors Jeanne H. Ballantine and Keith A. Roberts provide an organizing theme that is not exclusively tied to one theoretical paradigm to help students see relationships between topics. Our Social World presents the perspective of students living in the larger global world.
Publisher: Pine Forge Press
ISBN: 1412968186
Category : Social Science
Languages : en
Pages : 669
Book Description
The most innovative introduction to Sociology in a generation presents a coherent essay that inspires students to develop their sociological imaginations: to see the world and personal events from a new perspective, and to confront sociological issues on a day-to-day basis. This engaging text introduces the discipline of sociology to the contemporary student and provides an integrated, comprehensible framework from which to view the world. In each chapter, authors Jeanne H. Ballantine and Keith A. Roberts provide an organizing theme that is not exclusively tied to one theoretical paradigm to help students see relationships between topics. Our Social World presents the perspective of students living in the larger global world.
Dictionary of Toys and Games in American Popular Culture
Author: Frank Hoffmann
Publisher: Routledge
ISBN: 1135418535
Category : Sports & Recreation
Languages : en
Pages : 181
Book Description
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Publisher: Routledge
ISBN: 1135418535
Category : Sports & Recreation
Languages : en
Pages : 181
Book Description
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Femina
Author:
Publisher:
ISBN:
Category : South Africa
Languages : en
Pages : 684
Book Description
Publisher:
ISBN:
Category : South Africa
Languages : en
Pages : 684
Book Description
See Both Sides
Author: Karen Richardson
Publisher: Oxfam
ISBN: 0855985372
Category : Social Science
Languages : en
Pages : 87
Book Description
This book provides invaluable strategy, training exercises, and impact assessment tools, and shares examples from the experience of an organisation providing services to lone parents. They successfully used gender analysis to widen their target group, revitalise existing services and develop new ones.
Publisher: Oxfam
ISBN: 0855985372
Category : Social Science
Languages : en
Pages : 87
Book Description
This book provides invaluable strategy, training exercises, and impact assessment tools, and shares examples from the experience of an organisation providing services to lone parents. They successfully used gender analysis to widen their target group, revitalise existing services and develop new ones.
Toys, Games, and Media
Author: Jeffrey Goldstein
Publisher: Routledge
ISBN: 1135614547
Category : Language Arts & Disciplines
Languages : en
Pages : 274
Book Description
This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer. This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development.
Publisher: Routledge
ISBN: 1135614547
Category : Language Arts & Disciplines
Languages : en
Pages : 274
Book Description
This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer. This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development.
The Consumer Society Reader
Author: Juliet Schor
Publisher: The New Press
ISBN: 1595587586
Category : Social Science
Languages : en
Pages : 530
Book Description
The Consumer Society Reader features a range of key works on the nature and evolution of consumer society. Included here is much-discussed work by leading critics such as Jean Baudrillard, Susan Bordo, Dick Hebdige, bell hooks, and Janice Radway. Also included is a full range of classics, such as Frankfurt School writers Adorno and Horkheimer on the Culture Industry; Thorstein Veblen's oft-cited writings on "conspicuous consumption"; Betty Friedan on the housewife's central role in consumer society; John Kenneth Galbraith's influential analysis of the "affluent society"; and Pierre Bourdieu on the notion of "taste." "Consumer society--the 'air we breathe,' as George Orwell has described it--disappears during economic downtruns and political crises. It becomes visible again when prosperity seems secure, cultural transformation is too rapid, or enviornmental disasters occur. Such is the time in which we now find ourselves. As the roads clog with gas-guzzling SUVs and McMansions proliferate in the suburbs, the nation is once again asking fundamental questions about lifestyle. Has 'luxury fever,' to use Robert Frank's phrase, gotten out of hand? Are we really comfortable with the 'Brand Is Me' mentality? Have we gone too far in pursuit of the almighty dollar, to the detriment of our families, communities, and natural enviornment? Even politicians, ordinarily impermeable to questions about consumerism, are voicing doubts... [and] polls suggest majorities of Americans feel the country has become too materialistic, too focused on getting and spending, and increasingly removed from long-standing non-materialist values." —From the introduction by Douglas B. Holt and Juliet B. Schor
Publisher: The New Press
ISBN: 1595587586
Category : Social Science
Languages : en
Pages : 530
Book Description
The Consumer Society Reader features a range of key works on the nature and evolution of consumer society. Included here is much-discussed work by leading critics such as Jean Baudrillard, Susan Bordo, Dick Hebdige, bell hooks, and Janice Radway. Also included is a full range of classics, such as Frankfurt School writers Adorno and Horkheimer on the Culture Industry; Thorstein Veblen's oft-cited writings on "conspicuous consumption"; Betty Friedan on the housewife's central role in consumer society; John Kenneth Galbraith's influential analysis of the "affluent society"; and Pierre Bourdieu on the notion of "taste." "Consumer society--the 'air we breathe,' as George Orwell has described it--disappears during economic downtruns and political crises. It becomes visible again when prosperity seems secure, cultural transformation is too rapid, or enviornmental disasters occur. Such is the time in which we now find ourselves. As the roads clog with gas-guzzling SUVs and McMansions proliferate in the suburbs, the nation is once again asking fundamental questions about lifestyle. Has 'luxury fever,' to use Robert Frank's phrase, gotten out of hand? Are we really comfortable with the 'Brand Is Me' mentality? Have we gone too far in pursuit of the almighty dollar, to the detriment of our families, communities, and natural enviornment? Even politicians, ordinarily impermeable to questions about consumerism, are voicing doubts... [and] polls suggest majorities of Americans feel the country has become too materialistic, too focused on getting and spending, and increasingly removed from long-standing non-materialist values." —From the introduction by Douglas B. Holt and Juliet B. Schor