The Impossible Reversal: A History of How We Play
Autor Peter D. McDonalden Limba Engleză Paperback – 24 feb 2026
Games and gamified activities have become ubiquitous in many adults’ lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity.
Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the “era of designed play”: the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts.
A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States.
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Specificații
ISBN-13: 9781517916220
ISBN-10: 1517916224
Pagini: 352
Ilustrații: 43 black and white illustrations
Dimensiuni: 140 x 216 x 18 mm
Greutate: 0.43 kg
Editura: University of Minnesota Press
Colecția Univ Of Minnesota Press
ISBN-10: 1517916224
Pagini: 352
Ilustrații: 43 black and white illustrations
Dimensiuni: 140 x 216 x 18 mm
Greutate: 0.43 kg
Editura: University of Minnesota Press
Colecția Univ Of Minnesota Press
Notă biografică
Peter D. McDonald is associate professor of design, informal, and creative education in the Department of Curriculum and Instruction at the University of Wisconsin–Madison.
Recenzii
"In this ambitious book, Peter D. McDonald traces the critical rise of play as a modern medium of expression and as an element of design. His analysis of commercial toys and games, the embodied role of the player, and the artistic production of the avant-garde artist offers a new model for thinking about imaginative intellectual engagement with the material world."—Amy F. Ogata, University of Southern California
"Peter D. McDonald dazzles in this history, which reveals the many discursive twists, turns, and even tricks of play in the twentieth century. The Impossible Reversal is essential reading for scholars of play and games alike—and perhaps even the seed of a new and exciting field of play studies."—Aaron Trammell, University of California, Irvine
"Peter D. McDonald dazzles in this history, which reveals the many discursive twists, turns, and even tricks of play in the twentieth century. The Impossible Reversal is essential reading for scholars of play and games alike—and perhaps even the seed of a new and exciting field of play studies."—Aaron Trammell, University of California, Irvine
Cuprins
Contents
Introduction: Interpreting Play
Part I. The Impossible Reversal
1. Play Without Rules: George Brecht and the Uncertainty of Judgment
2. Pinball Logics: From the EM Arcades to The Incredible Machine
Part II. Expending the Secret
3. Play Without Knowing: Yoko Ono and the Anthropology of Ritual
4. Act Natural: From Therapeutic Role-Play to Super Mario World
Part III. Simulated Freedom
5. Play Without End: Benjamin Patterson and Liberal Subjectivity
6. Model Citizens: From Management Training to SimCity
Part IV. Oblique Repetition
7. Play Without Meaning: Shigeko Kubota and the Semiotics of Chess
8. Adventures in Abstraction: From Media Panic to Tetris
Conclusion: Synthesizing Video Games
Acknowledgments
Notes
Index
Introduction: Interpreting Play
Part I. The Impossible Reversal
1. Play Without Rules: George Brecht and the Uncertainty of Judgment
2. Pinball Logics: From the EM Arcades to The Incredible Machine
Part II. Expending the Secret
3. Play Without Knowing: Yoko Ono and the Anthropology of Ritual
4. Act Natural: From Therapeutic Role-Play to Super Mario World
Part III. Simulated Freedom
5. Play Without End: Benjamin Patterson and Liberal Subjectivity
6. Model Citizens: From Management Training to SimCity
Part IV. Oblique Repetition
7. Play Without Meaning: Shigeko Kubota and the Semiotics of Chess
8. Adventures in Abstraction: From Media Panic to Tetris
Conclusion: Synthesizing Video Games
Acknowledgments
Notes
Index