CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." -Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today's Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play-from learning to competition, mastery of nature, socialization, and cooperation-are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children's Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.
Including the work of top sports communication researchers, Examining Identity in Sports Media explores identity issues, including gender, ethnicity, nationality, sexual orientation, and (dis)ability, as well as the intersections within these various identity issues. This co-edited, twelve-chapter book investigates how various identity groups are framed, treated, affected, and shaped by a ubiquitous sports media, including television, magazines, film, the Internet, and newspapers. While other books may devote a chapter or section to issues of identity in sports media, this book offers a complete examination of identity from cover to cover, allowing identity variables to be both isolated and intermingled to capture how identity is negotiated within sports media platforms. Far more than a series of case studies, this book surveys the current state of the field while providing insight on future directions for identity scholarship in sports communication. Examining Identity in Sports Media is ideal for undergraduate or graduate-level courses in Sports Communication, Sports Media, Media Criticism, Sports Sociology, Gender Communication, and Identity Politics.
Including the work of top sports communication researchers, Examining Identity in Sports Media explores identity issues, including gender, ethnicity, nationality, sexual orientation, and (dis)ability, as well as the intersections within these various identity issues. This co-edited, twelve-chapter book investigates how various identity groups are framed, treated, affected, and shaped by a ubiquitous sports media, including television, magazines, film, the Internet, and newspapers. While other books may devote a chapter or section to issues of identity in sports media, this book offers a complete examination of identity from cover to cover, allowing identity variables to be both isolated and intermingled to capture how identity is negotiated within sports media platforms. Far more than a series of case studies, this book surveys the current state of the field while providing insight on future directions for identity scholarship in sports communication. Examining Identity in Sports Media is ideal for undergraduate or graduate-level courses in Sports Communication, Sports Media, Media Criticism, Sports Sociology, Gender Communication, and Identity Politics.
This book explores the meaning of leisure in the context of the key social formations of our time: capitalism, modernity and postmodernity- Rojek brings together the insights of Marxism, feminism, Weber, Elias, Simmel, Nietzsche and Baudrillard to produce a comprehensive survey - and rethinking - of leisure theory. At the same time he presents a radical critique of the traditional 'centring' of the concept of leisure on 'escape', 'freedom', 'choice'. In the first part, he describes the relations between capitalism and leisure, the meaning of free time for workers in a capitalist system, and the gendered nature of leisure. He then discusses the social construction of leisure under modernity and the main competing arguments - that it imprisons the individual and reinforces conformity or that it liberates people and releases their creativity. Finally, he examines postmodernity, the cultural condition which has radically changed the idea of leisure. Revealing how leisure practices have responded to living in a risk society, he shows that 'free' time becomes something very different when simulation and nostalgia lie at the heart of everyday life. Decentring Leisure will be essential reading for students and lecturers in leisure studies, cultural studies and social theory.
Creating Conscious Groups Through an Experiential Approach
Textbook for undergraduate students in group dynamics courses; supplemental text for students enrolled in core courses in recreation,leisure services, parks and tourism programming, leadership, and management. Reference for recreation and leisure professors and professionals.
What do we know about how children actually play, especially American children of the last two centuries? This book presents a history of children's play in the United States and ponders what it tells us about ourselves. It provides a chronological history of play in the US from the point of view of children themselves.
From the 1930s to the 1980s, the capital of weightlifting in America was York, Pennsylvania, the home of the York Barbell Company. Bob Hoffman, the founder of York Barbell, propagated an ideology of success for Americans seeking physical improvement. Often called the "Father of World Weightlifting," Hoffman was a pioneer in marketing ......
Wide-ranging and challenging, this book offers a host of new insights into how leisure theory has handled the question of gender difference and inequality. Providing a critical introduction to the leading positions in leisure theory, Betsy Wearing guides the reader through their strengths and weaknesses from a feminist perspective. This book draws attention to the various leisure experiences that women encounter and construct in their everyday lives and the meanings that these experiences have for them. Her perspective takes into account such poststructuralist ideas as multiple subjectivities of women and multiple femininities; the possibilities of resistance to male dominance in leisure; the potential through leisure of rewriting masculine and feminine scripts; and leisure as a site of struggle to challenge hegemonic masculinity.
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mayra is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.