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Neighborhoods of Make-Believe: Place, Play, and Possibility in Disneyland, Mister Rogers' Neighborhood, and The Magic City

机译:令人信服的社区:迪斯尼乐园,罗杰斯先生的邻居和魔术城的放置,娱乐和可能性

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摘要

All imaginative play, all make-believe, is a process of transformation. Playing alters the world which the player inhabits; it creates a new space that overlays, interpenetrates, or replaces the “real” world. Make-believe can change the signification of the physical or geographical space, it can act as time-travel, it can alter the appearance and actions of others drawn into the playspace, it can rewrite virtually all the laws of science and nature. Perhaps most fundamentally, play transforms the player. Imaginative play empowers the player, allows her to shape and mold her surroundings, to create stories where none existed, or to overwrite or erase existing stories; it allows her to invent and inhabit alternative identities.udThis project examines three places and spaces of play to consider the kinds of possibilities for transgression and transformation they engender. It begins with analysis of Disneyland, focusing on the park’s origins and early reception, arguing that the park was always intended as a space for adults and children equally, and that the design of the park makes it a kind of toy or stage manipulable by visitors. Next, it analyzes Mister Rogers’ Neighborhood by looking in depth at several key episodes of the program, examining the ways in which they represent alternatives or challenges to heteronormative culture, specifically concerning queer male identities. It also examines a sample of viewer mail sent to the program over a 35-year span as a means of thinking about divergent reception and potential effects of the program. Finally, it considers the children’s writing of E. Nesbit, and the ways in which Nesbit creates a world in which play, especially theatrical play, is possible and important for both adults and children. ududThis project concludes by suggesting that positioning play as a materially-situated activity as well as a method of exploration or inquiry, opens up new ways to consider and challenge a variety of binary constructs, particularly that of the child and the adult.ud
机译:所有具有想象力的游戏,全部是虚构的,都是转变的过程。玩耍改变了玩家居住的世界。它创建了一个新的空间,可以覆盖,互穿或替换“真实”世界。假想改变可以改变物理或地理空间的含义,可以充当时间旅行,可以改变游戏空间中其他人的外观和动作,可以重写几乎所有的科学和自然法则。也许最根本的是,游戏改变了玩家。富有想象力的游戏赋予了玩家权力,使她能够塑造和塑造自己的周围环境,创建不存在的故事,或者覆盖或擦除现有故事; ud该项目考察了游戏的三个场所和空间,以考虑它们带来的过犯和转变的可能性。首先从对迪斯尼乐园的分析开始,着眼于公园的起源和早期接待,认为公园一直被设计为成年人和儿童平等的空间,并且公园的设计使其成为游客可操纵的玩具或舞台。接下来,它通过深入研究该计划的几个关键事件,分析了罗杰斯先生的邻居,研究了它们代表异性规范文化的替代方式或挑战的方式,特别是关于酷儿男性身份的方式。它还检查了35年内发送给该程序的查看者邮件的样本,以此来思考该程序的不同接收和潜在影响。最后,它考虑了儿童的E. Nesbit的写作,以及Nesbit创造世界的方式,其中游戏对成人和儿童都是可能且重要的,尤其是戏剧。 ud ud该项目的结论是建议将定位游戏作为一种实质性的活动以及一种探索或探究的方法,为思考和挑战各种二元结构(尤其是儿童和成人的二元结构)开辟了新途径。 ud

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    Mockler Kerry B.;

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  • 年度 2015
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