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Dincs as Worldviews

Things that Communicate a Mind

Bibliographic Data

ID20072748
AuthorsKoumudi Patil (0000-0002-6853-2420, corresponding author)
Year2018
Pages137-152
Publication date2018-01-01
Peer ReviewedYes
Open AccessYes
TypeCHAPTER
VenueToys and Communication (SOURCE_BOOK)
PublisherPalgrave Macmillan UK (PUBLISHER)
DOI10.1057/978-1-137-59136-4_9
OpenAlexW2764049904
ISBN9781137591364
LanguageEN
References cited9

This chapter explores toys as ‘gatherings’ of players that communicate a sense of the player’s world and its concerns to other players and non-players The examination of Banarasi toys illustrates the quintessential property of Play-things to gather, negotiate, and communicate matters of concern. These Things (Dincs) gather players into rituals and ceremonies, as well as for assembling and negotiating concerns as manifested in canons, conventions, and beliefs for embodying in the Play-thing. This perspective broadens the definition of Banarasi toys from a ludic expression alone to a cultural representation. In this sense, Play-Things communicate not only what they are, but also the mind of the players

Aesthetics · Art · Epistemology · Expression (computer science) · Negotiation · Perspective (graphical) · Political science · Property (philosophy) · Representation (politics) · Social science · Sociology · Visual arts · Anthropological Studies and Insights · Computer Science · Law · Philosophy · Psychology · Social Psychology

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Citation velocityhistorical
Highly citedNo

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