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The Place of Play: Toys and Digital Cultures (Amsterdam University Press - Media Matters) PDF

160 Pages·2009·3.27 MB·English
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The Place of Play m e d ia m Toys and Digital a t te r s Cultures maaike lauwaert amsterdam university press ThePlace ofPlay The Place of Play Toys and Digital Cultures Maaike Lauwaert AmsterdamUniversityPress MediaMattersisanewseriespublished byAmsterdamUniversityPressoncurrent debates about media technology and practices. International scholars critically analyzeandtheorizethematerialityandperformativity,aswellasspatialpractices ofscreenmediaincontributionsthatengagewithtoday’sdigitalmediaculture. Formoreinformationabouttheseries,pleasevisit:www.aup.nl The publication of this book is made possible by a grant from the Netherlands OrganisationforScientificResearch(NWO). Coverillustration:GoosBronkhorst Coverdesign:SuzandeBeijer,Weesp Layout:JAPES,Amsterdam ISBN 9789089640802 e-ISBN 9789048507962 NUR 811 ©M.Lauwaert/AmsterdamUniversityPress,Amsterdam,2009 All rights reserved. Without limiting the rights under copyright reserved above, no part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise) without the written permission of both thecopyrightownerandtheauthorofthebook. Table of contents Introduction 7 1.ChangingPractices,ShiftingSites 7 2.CoreandPeripheryofPlay 12 Part I:New Children, Different Toys 21 3.TheChildasConsumer 26 4.DomesticatingPlay 30 5.TheChildintheCity 35 6.ToysasContainers,MediatorsandPromoters 39 Part II: FromSolitary to Networked Geographies ofPlay 45 7.LEGOToys:fromWoodenBlockstoPlasticBricks 50 8.BrandExtension&ProductDifferentiation 58 9.BringingtheFansintotheCompany 62 10.Many-to-ManyGeographiesofPlay 66 Part III: CommercialGeographies of Play 71 11.ToyTownsandSimulatedCities 73 12.A21st-centuryDollhouse:TheSims 83 13.UnwantedPlayPracticesinTheSimsOnline 94 14.CommodifiedGeographiesofPlay 103 Part IV: Serious Geographies of Play 107 15.ParticipationTools 111 16.ParticipationProcesses 119 17.PurposefulPlay 122 18.SeriousGeographiesofPlay 124 Conclusion 127 19.ChangingGeographiesofPlay 127 20.MakingDo 132 Notes 137 Bibliography 139 Index 153 5 Introduction 1. Changing Practices,Shifting Sites Daniel Siskind (1970) received his first LEGO™ set in 1975. His parents had brought it with them from a trip to Europe. Ever since, he has been ’hooked on playing with Lego building bricks’ (Siskind, personal website). In 2000, Siskind started his personal website to sell his MOC (My Own Creation) LEGO sets. Sis- kind’s favorite themes for MOC sets are castles, trains and war paraphernalia. Siskind ships his MOC sets in a box with a printed picture of the design on it, likearealset.AmanualwithbuildinginstructionsaccompaniestheLEGOpieces. HisBlacksmith Shop, designed in 1999, contained 637pieces and sold for $150. Some of the pieces for the Blacksmith Shop were taken out of production by LEGO and were thus hard to come by. All MOC sets are relatively expensive – definitelymoreexpensivethanofficialLEGOsets–becausedesigningandassem- blingthesetsisatimeconsumingprocessandthesellerhas,ofcourse,tobuyall the items for the set him- or herself. Someone from the LEGO Direct division, who later approached Siskind with a licensing proposal, bought the Blacksmith Shopin2000.Siskindagreedtothelicensingproposalandsoldhisrightsofthe designtotheLEGOCompanyforanundisclosedamount.Bytheendof2001the set was on sale as an official LEGO set (item #3739) for $39.99 containing 622 pieces. Some minor changes were made to Siskind’sdesign, bothto the exterior andinterioroftheshop.Theout-of-usebricksSiskindoriginallyintegratedinhis designwerenotpartoftheofficialset.Thesetisatthistimenolongeronsaleon theofficialLEGOwebsite. When the Blacksmith Shop was launched by the LEGO Company in 2001, it was promoted as the first in what was to become a series of official LEGO MOC sets.OntheLEGOwebsitenewssection,itread:‘TheMasterBuilderssearchfor designs that they like in places like personal home pages, Brickshelf, at LEGO- related events, and – you guessed it! – in the LEGO Club!’ (LEGO, Brick Street Journal). However, no second MOC set was released as an official LEGO set. So far, Siskind was thus granted a unique honor: to see his personal creation be turned into an official, commercial LEGO set. Most of the Lugnet (LEGO Users GroupNetwork)users,aninternationalgroupofLEGOfans,wereoverjoyedwith Siskind’ssuccess,andtheyexpressedhopethatthismovebytheLEGOCompany signaledaturnofeventsintheirpolicytowardsactiveLEGOusers. Although no second MOC set was released as an official LEGO set after the Blacksmith Shop, the LEGO Company increasingly cooperates with dedicated LEGOfans.JakeMcKeefromLEGOCommunityDevelopmentworkshardtocon- 7 necthisLEGOcolleagueswithLEGOfansandthus’bringthefansintothecom- pany’(McKee,2005).TherecentlylaunchedLEGOFactory–whichincludesboth a digital design tool and an exchange platform – is exactly about this effort to bring LEGO fans into the company (LEGO Factory). In LEGO Factory, fans can design their own sets with the free software, share their designs with other fans and buy any of these custom sets directly from LEGO. The official LEGO online store sells some of these Factory custom sets created by Adult Fans of LEGO or AFOLs (LEGO, Factory Exclusives). LEGO Factory signals a change in how the LEGO Company puts so-called User-Generated Content (often abbreviated as UGC) to use. Instead of having headhunters browse user sites and visit LEGO events,everyonecannowaddtheircreationstotheLEGOFactoryGallery. Bringing the fans into the company marks a wider shift noticeable in many layersofsocietyandculture,ashiftbasedontheearlyphilosophyoftheInternet: the many-to-many approach rather than the one-to-many approach. As media theoristsJenkinsandThorburnwrite:'Networkedcomputingoperatesaccording toprinciplesfundamentallydifferentfromthoseofbroadcastmedia:access,par- ticipation, reciprocity, and many-to-many rather than one-to-many communica- tion' (2003, p. 2). Instead of having LEGO designers work in secrecy behind closeddoorsonnewLEGOsets,theLEGOCompanywillinvitethefans,theusers to‘sitatthetable’withthedesignersandworktogetheronfutureLEGOsets. Themany-to-manymodeloriginallystemsfromspecificwaysinwhichtheIn- ternetcanbeputtouseandfromcertainsoftwareapplications.Intheone-to-one Internetparadigm,userscommunicatethroughe-mailorFTP(filetransferproto- col)withoneanotheronanindividualbasis.Websiteshaveaddedtothisthedis- playofinformationformanyvisitorstoaccess:whatonecouldcallaone-to-many paradigm. Technological innovations and new Internet applications such as file sharing (through P2P or peer-to-peer networks), blogging (maintaining a perso- nal website that documents or comments), tagging (adding comments on blogs orwebsites)andWikisites(towhichanyonewhoisregisteredcanaddinforma- tion,makechangesorcreatenewentries)havecreatedasituationthatisreferred to as ‘participatory culture’, ‘many-to-many culture’ or the ‘Web 2.0 revolution’. Many a software application nowadays incorporates sharing and publishing op- tions that encourage the social and participatory use of this software. The term ‘prosumers’ is often used to indicate the shift in the many-to-many culture to- wardsconsumersbecomingproducersofmediacontent. Increasingly, technology is at stake in toys, games and playing. With the im- mensepopularityofcomputergames,questionsconcerningtheroleandfunction oftechnologyinplayhavebecomemorepressing.1Akeyaspectoftheincreasing technologizationanddigitalizationofbothtoysandplayisthevaguenessofbor- ders between producers, consumers and players. In these so-called participatory cultures characterized by a many-to-many model, players do not play with a toy designed behind closed doors but become co-designers of their own toys. With 8 theplaceofplay thismany-to-manyapproach,notonlymoneyisfedbackintothecircuitofcapital that moves from production to commodity to consumption and back to produc- tion,butalsothevoluntary,unpaidlaborofdevotedfans.Thistightensthebond betweencompany,commodityandconsumerconsiderably. Participatory cultures are often hailed as a democratizing force, the ultimate meansofconsumeroruserempowerment.Afterall,onecannowtakeonamore activeroleasconsumeroruser,beitasdesignerorco-designerofnewproducts or product updates, as reviewer of consumer goods or as an expert helping out other users. These many-to-many or participatory options embody the promise that a more actively engaged relationship with traditionally remote processes is nowpossible,ifnottheactualdemocratizationofcertainconsumeristprocesses. These changes are, needless to say, not restricted to consumerist processes but spread out into the domains of politics, knowledge creation and knowledge dis- semination. Mainly through the ‘free’ online activity of blogging, the political landscape as well as political processes are influenced by and need to take into account ‘political bloggers’ (Lovink, 2008). Politicians are expected by voters to maintain a personal blog to voice their political ideas and keep in touch with them.Thefree,user-generatedencyclopediaWikipediacharacterizesachangein the production of knowledge from experts to end-users (Tapscott & Williams, 2007). With Wikipedia knowledge now being included in official dictionaries, usersseemtohavemoreinfluenceonknowledgeproduction.Thisshiftfromthe dominationofexpertknowledgeandcontenttoend-userknowledgeandcontent is appreciated by some and condemned by others. According to critic Andrew Keen, due to the celebration of the amateur over the expert, quality loses terrain to quantity, to the number of viewing times, to popularity and the ‘politics’ of search engines that rank number of hits above reliability of information (2007). OntheothersideofthespectrumarewriterslikeHenryJenkinswhocelebratethe advent of participatory cultures in terms of the democratization of content gen- erationandtheempowermentofconsumers(1992;2006a;2006b). Significantly, participatory cultures are less utopian and egalitarian than the many-to-many term suggests. People have to have a computer, Internet access and technological skills toenter this many-to-manyparadigm.Also,many social networks have evolved from open, accessible and egalitarian platforms towards so-called ‘walled gardens’ that exclude as much as they include, that allow only those in the possession of a user name and password to enter, that keep your personaldatalockedinsidewithinthesewalls.Besidesproblemsofaccess,there arealsotechnologicalaspectsofnewmediathatposeseriousquestionsaboutthe democratic or empowering potential of these participatory cultures, such as the black-box natureof manycomputer-relatedprocesses and the factthat users are expectedtoparticipateaccordingtoscriptedlines.WhilemostLugnetuserswere happyaboutSiskind’ssuccess,othersworriedwhethermakingMOCsetsofficial is not a shrewd way to control the fans (Lugnet, Blacksmith Shop). This points introduction 9

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Technology has come to dominate the world of toys and gaming. Given the immense popularity of computer games, as well as the increasing role played by the digital in childhood activities, it’s not surprising that the world of play has come to exist at the borders of technological production and co
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