Maaike Lauwaert
Biographic Data
| ID | 162977 |
|---|---|
| NAME | Maaike Lauwaert |
| GIVEN NAMES | Maaike |
| FAMILY NAME | Lauwaert |
| SIGNATURE | LAUWAERT M |
| AFFILIATIONS | Schlumberger (Ireland) |
| VERIFIED | No |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2009 |
| H-INDEX | 1 |
The Place of Play: Toys and Digital Cultures
Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory cultures, players do not simply play with toys designe…
Playing the City: Public Participation in a Contested Suburban Area
Playing outside the box – on Lego toys and the changing world of construction play
This article deals with three major instances in the history of the lego company. First, it investigates the transference from wood to plastics as the main material used in creating lego toys, and also the innovations in plastic molding machines that influenced the interlocking mechanism of the lego bricks. Second, this article deals with a rather unfortunate episode from the lego history, namely, the period between the late 1990s and the early t…
Challenge Everything: Construction Play in Will Wright's Simcity
This article deals with the popular simulation game SIMCITY by Will Wright. The main question of this article is whether or not the popular notion of SIMCITY as an endless and borderless playground is more than a contaminating marketing strategy. To analyze this question about SIMCITY as a borderless playground, the article will draw historical parallels with construction toys from yesteryear and differentiate between internal and external levels…
Frustrating Desire: On Repens and Repositio , or the Attractions and Distractions of Digital games
In the emerging academic field of game studies, Roger Caillois' Les Jeux et les hommes has already received the status of an obligatory reference. It is honoured as one of the few classic texts in game theory, but some also argue that it is not useful for analysing digital games. Caillois' book is of particular interest for cultural theorists, though, because it presents a theory of games and play while also addressing the meaning of play. After …
Frustrating Desire: On Repens and Repositio , or the Attractions and Distractions of Digital games
In the emerging academic field of game studies, Roger Caillois' Les Jeux et les hommes has already received the status of an obligatory reference. It is honoured as one of the few classic texts in game theory, but some also argue that it is not useful for analysing digital games. Caillois' book is of particular interest for cultural theorists, though, because it presents a theory of games and play while also addressing the meaning of play. After …
Challenge Everything: Construction Play in Will Wright's Simcity
This article deals with the popular simulation game SIMCITY by Will Wright. The main question of this article is whether or not the popular notion of SIMCITY as an endless and borderless playground is more than a contaminating marketing strategy. To analyze this question about SIMCITY as a borderless playground, the article will draw historical parallels with construction toys from yesteryear and differentiate between internal and external levels…
Frustrating Desire: On Repens and Repositio , or the Attractions and Distractions of Digital games
In the emerging academic field of game studies, Roger Caillois' Les Jeux et les hommes has already received the status of an obligatory reference. It is honoured as one of the few classic texts in game theory, but some also argue that it is not useful for analysing digital games. Caillois' book is of particular interest for cultural theorists, though, because it presents a theory of games and play while also addressing the meaning of play. After …
Playing outside the box – on Lego toys and the changing world of construction play
This article deals with three major instances in the history of the lego company. First, it investigates the transference from wood to plastics as the main material used in creating lego toys, and also the innovations in plastic molding machines that influenced the interlocking mechanism of the lego bricks. Second, this article deals with a rather unfortunate episode from the lego history, namely, the period between the late 1990s and the early t…
The Place of Play: Toys and Digital Cultures
Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory cultures, players do not simply play with toys designe…
Playing the City: Public Participation in a Contested Suburban Area
Computer Science (5 works) · Art (4 works) · Digital Games and Media (4 works) · Aesthetics (3 works) · Economics (3 works) · Sociology (3 works) · Business (2 works) · Epistemology (2 works) · Management (2 works) · Mathematics (2 works)