Dictionary of Toys and Games in American Popular Culture

Dictionary of Toys and Games in American Popular Culture
Title Dictionary of Toys and Games in American Popular Culture PDF eBook
Author Frank Hoffmann
Publisher Routledge
Total Pages 152
Release 2013-10-08
Genre Sports & Recreation
ISBN 1135418462

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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.

Probing Popular Culture

Probing Popular Culture
Title Probing Popular Culture PDF eBook
Author Marshall Fishwick
Publisher Routledge
Total Pages 304
Release 2004-06-30
Genre Computers
ISBN 1136765522

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“When it comes to seeing depth and lateral connections in the development of popular culture, nobody exceeds Marshall Fishwick.” -Canadian Psychology In Probing Popular Culture: On and Off the Internet, one of the leading authorities in American and popular culture studies presents an eye-opening examination o

Encyclopedia of American Folklife

Encyclopedia of American Folklife
Title Encyclopedia of American Folklife PDF eBook
Author Simon J Bronner
Publisher Routledge
Total Pages 1469
Release 2015-03-04
Genre Business & Economics
ISBN 1317471954

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American folklife is steeped in world cultures, or invented as new culture, always evolving, yet often practiced as it was created many years or even centuries ago. This fascinating encyclopedia explores the rich and varied cultural traditions of folklife in America - from barn raisings to the Internet, tattoos, and Zydeco - through expressions that include ritual, custom, crafts, architecture, food, clothing, and art. Featuring more than 350 A-Z entries, "Encyclopedia of American Folklife" is wide-ranging and inclusive. Entries cover major cities and urban centers; new and established immigrant groups as well as native Americans; American territories, such as Guam and Samoa; major issues, such as education and intellectual property; and expressions of material culture, such as homes, dress, food, and crafts. This encyclopedia covers notable folklife areas as well as general regional categories. It addresses religious groups (reflecting diversity within groups such as the Amish and the Jews), age groups (both old age and youth gangs), and contemporary folk groups (skateboarders and psychobillies) - placing all of them in the vivid tapestry of folklife in America. In addition, this resource offers useful insights on folklife concepts through entries such as "community and group" and "tradition and culture." The set also features complete indexes in each volume, as well as a bibliography for further research.

Powerplay

Powerplay
Title Powerplay PDF eBook
Author Dan Fleming
Publisher Manchester University Press
Total Pages 244
Release 1996
Genre Child development
ISBN 9780719047176

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In an increasingly global media culture, toys are both consumer products and playthings, revealing a complex relationship between capitalism and child psychology. This book analyses the gendered and cultural meanings of toys.

Encyclopedia of Play in Today′s Society

Encyclopedia of Play in Today′s Society
Title Encyclopedia of Play in Today′s Society PDF eBook
Author Rodney P. Carlisle
Publisher SAGE Publications
Total Pages 1033
Release 2009-04-02
Genre Education
ISBN 1452266107

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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.

Space Craze

Space Craze
Title Space Craze PDF eBook
Author Margaret A. Weitekamp
Publisher Smithsonian Institution
Total Pages 305
Release 2022-10-18
Genre Science
ISBN 158834729X

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A space historian's tour through astounding spaceflight history and the Smithsonian's collection of space and science fiction memorabilia Spanning from the 1929 debut of the futuristic Buck Rogers to present-day privatization of spaceflight, Space Craze celebrates America's endless enthusiasm for space exploration. Author Margaret Weitekamp, curator at the Smithsonian's National Air and Space Museum, writes with warmth and personal experience to guide readers through extraordinary spaceflight history while highlighting objects from the Smithsonian's spaceflight collection. Featuring historical milestones in space exploration, films and TV shows, literature and comic strips, toys and games, and internet communities, Space Craze is a sci-fi lover's dream. The book investigates how spaceflight, both real and imagined, has served as the nexus where contemporary American concerns, such as race, gender, sexuality, freedom, and national identity, have been explored and redefined. Chronological chapters include: Chapter 1: Buck Rogers, Ray Guns, and the Space Frontier Chapter 2: Space Forts, Television, and the Cold War Mindset Chapter 3: John Glenn, the Apollo Program, and Fluctuating Spaceflight Enthusiasm Chapter 4: Star Trek, Star Wars, and Burgeoning Fandoms Chapter 5: Generation X, the Space Shuttle, and Promoting Education Chapter 6: Space Stations, Spaceflight Enthusiasm, and Online Fandom Chapter 7: Streaming Services, Battling Billionaires, and Accelerated Change From the almost 650 million viewers who tuned in to watch the first steps on the Moon, to the ardent Star Trek fandom that burgeoned into a cultural force, Space Craze taps into the country’s enduring love affair with space.

Sports-Talk Radio in America

Sports-Talk Radio in America
Title Sports-Talk Radio in America PDF eBook
Author Frank Hoffmann
Publisher Routledge
Total Pages 236
Release 2012-12-06
Genre Language Arts & Disciplines
ISBN 1136428917

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An inside look at the hosts, hot spots, and history of sports-talk radio Sports-Talk Radio in America looks at major-, medium-, and small-market stations across the United States that feature an all-sports format, with a focus on the unique personalities and programming strategies that make each station successful. Broadcasters, journalists, and academics provide insight on how and why this media phenomenon has become an important influence of American culture, examining the “guy talk” broadcasting approach, the traditional sports-emphasis approach, “HSOs” (hot sports opinions), localism in broadcasting, how sports talk radio builds “communities” of listeners, and how reckless, on-air comments can actually build ratings. For better of worse, millions of (mostly) male listeners indulge their obsession with sports to the exclusion of virtually everything else available on the radio dial-music, news, and political talk. This unique book examines how this “niche of the niche” has formed a bond between its hosts and their rabid, passionate, and loyal audiences, spinning the dial from the largest, best-known stations in big-league markets to smaller stations in Collegetown, USA, including Philadelphia’s WIP, “The Ticket,” KTCK in Dallas, WEEI in Boston, “The Team,” WQTM in Orlando, KJR in Seattle, KOZN “The Zone” Omaha, Nebraska, WGR and WNSA in Buffalo, Kansas City’s WHB, and “The Fan,” WFAN in New York, the first all-sports radio station and the blueprint for the format. Sports-Talk Radio in America puts you in the studio with Mike and the Mad Dog, Angelo Cataldi, Howard Eskin, “The Musers” (“Junior” Miller and George Dunham), Norm Hitges, John Dennis and Gerry Callahan, Dan Sileo, Howard Simon, and Art Wander. Sports-Talk Radio in America examines: how stations create an environment in which listeners become part of a social group (social-identity and self-categorization theories) personality-driven programming the station’s commitment to local teams and their fans how exploring controversial topics beyond sports broadens station’s appeal and attracts upscale, affluent audience how an abundance of live, play-by-play broadcasting, creating plenty of available content college sports in a town without a major professional sports team how local sports is framed by hosts and callers the conflicted relationship between sports-talk radio and the print media and much more! Sports-Talk Radio in America is a must-read for academics and professionals working in radio-television and popular culture.