Fun and Games in Twentieth-Century America

Fun and Games in Twentieth-Century America
Author: Ralph G. Giordano
Publisher: Greenwood
Total Pages: 336
Release: 2003-09-30
Genre: Social Science
ISBN:

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"This book describes how political, economic, and cultural events influenced the history and development of the leisure pursuits of Americans of different races and ethnic backgrounds during the 20th century." "Organized chronologically, this book is ideal for high school students, college students, and the general public. It identifies the most popular games, sports, and hobbies of social groups ranging from the working class to the wealthy, along with their importance in American history. Over 51 photos illustrate the different leisure pursuits in their time periods."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Who's in the Game?

Who's in the Game?
Author: Terri Toles Patkin
Publisher: McFarland
Total Pages: 282
Release: 2020-11-30
Genre: Games & Activities
ISBN: 1476676917

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Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.

From Diversion to Subversion

From Diversion to Subversion
Author: David Getsy
Publisher: Penn State Press
Total Pages: 240
Release: 2011
Genre: Art
ISBN: 9780271037035

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"Examines the wide-ranging influence of games and play on the development of modern art in the twentieth century"--Provided by publisher.

Music Game Book

Music Game Book
Author:
Publisher:
Total Pages: 0
Release: 2006
Genre: Indoor games
ISBN: 9782843238277

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Opera fans, pop culture addicts, jazz lovers, music afficionados, and novices: this book is for you. Featuring an assortment of games, puzzles, and trivia, this comprehensive volume contains a wealth of information, detailing all there is to know on the twentieth century music history. 250 illustrations

War Games

War Games
Author: Jenny Thompson
Publisher: Smithsonian Institution
Total Pages: 473
Release: 2014-05-27
Genre: Social Science
ISBN: 1588344312

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D-Day with beach umbrellas in the distance? Troops ordering ice cream? American and German forces celebrating Christmas together in the barracks? This could only be the curious world of 20th-century war reenactors. A relatively recent and rapidly expanding phenomenon, reenactments in the United States of World War I, World War II, the Korean War, and the Vietnam War now draw more than 8,000 participants a year. Mostly men, these reenactors celebrate, remember, and re-create the tiniest details of the Battle of the Bulge in the Maryland Woods, D-Day on a beach in Virginia, and WWI trench warfare in Pennsylvania. Jenny Thompson draws on seven years of fieldwork, personal interviews, and surveys to look into this growing subculture. She looks at how the reenactors' near obsession with owning “authentic” military clothing, guns, paraphernalia, and vehicles often explodes into heated debates. War Games sheds light on the ways people actually make use of history in their daily lives and looks intensely into the meaning of war itself and how wars have become the heart of American history. The author's photographs provide incredible evidence of how “real” these battles can become.

Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America
Author: Ann R. Hawkins
Publisher: State University of New York Press
Total Pages: 322
Release: 2021-11-01
Genre: History
ISBN: 1438485565

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A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.

Critical Play

Critical Play
Author: Mary Flanagan
Publisher: MIT Press
Total Pages: 363
Release: 2013-02-08
Genre: Computers
ISBN: 0262518651

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Twentieth-Century American Art

Twentieth-Century American Art
Author: Erika Doss
Publisher: OUP Oxford
Total Pages: 288
Release: 2002-04-26
Genre: Art
ISBN: 0191587745

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Jackson Pollock, Georgia O'Keeffe, Andy Warhol, Julian Schnabel, and Laurie Anderson are just some of the major American artists of the twentieth century. From the 1893 Chicago World's Fair to the 2000 Whitney Biennial, a rapid succession of art movements and different styles reflected the extreme changes in American culture and society, as well as America's position within the international art world. This exciting new look at twentieth century American art explores the relationships between American art, museums, and audiences in the century that came to be called the 'American century'. Extending beyond New York, it covers the emergence of Feminist art in Los Angeles in the 1970s; the Black art movement; the expansion of galleries and art schools; and the highly political public controversies surrounding arts funding. All the key movements are fully discussed, including early American Modernism, the New Negro movement, Regionalism, Abstract Expressionism, Pop Art, and Neo-Expressionism.

Irresistible Empire

Irresistible Empire
Author: Victoria De Grazia
Publisher: Harvard University Press
Total Pages: 620
Release: 2009-07
Genre: Business & Economics
ISBN: 9780674031180

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The most significant conquest of the twentieth century may well have been the triumph of American consumer society over Europe's bourgeois civilization. It is this little-understood but world-shaking campaign that unfolds in de Grazia's account of how the American standard of living defeated the European way of life and achieved the global cultural hegemony that is both its great strength and its key weakness today. Tracing the peculiar alliance that arrayed New World salesmanship, statecraft, and standardized goods against the Old World's values of status, craft, and good taste, de Grazia describes how all alternative strategies fell before America's consumer-oriented capitalism--first the bourgeois lifestyle, then the Third Reich's command consumption, and finally the grand experiment of Soviet-style socialist planning.--From publisher description.