In the era of the ludic turn the cultures of play are in convergence. Although the traditional toy industry is faced with challenges relating to the digitalization and dematerialization of play culture, physical toys are surviving due to unique tactile and manipulable qualities that still cannot be substituted by digital or even hybrid playthings. Contemporary toy characters such as those of My Little Pony (MLP) are given narratives in the form of backstories as represented in products of toy design, toy marketing and licensed toy-related merchandise. In play, these narratives are challenged, creatively cultivated, and finally circulated through social media platforms. Ponies are used in various play activities such as collecting, customizing and creating visual and animated stories, including play patterns such as toy tourism, photoplay and other forms of transmedia-inspired play. Research demonstrates that personalized play content and the documenting and sharing of such practices create both engagement with toys and mimicking of the aforementioned play patterns. In sum, the play practices of adults who use pony toys during leisure time suggest that uses of MLP characters are not only activities carried out in domestic spheres, but in public spaces and social contexts. Thus, it is evident that MLP as contemporary massmarketed toys are frequently being used as creative, social tools by adult players.
As recognized play theorist Brian Sutton-Smith points out, we have entered a ‘ludic age’ in which a playful attitude is embraced at all ages and play has increasingly come to mean play with toys. Documentations of the material, creative and social dimensions of toy play
are increasingly seen in the playgrounds of digital media such as the photo management application Flickr. Dolls are considered as one of the earliest playthings, and in contemporary dolls, fantasy and reality blend into each other as their materialness and the design-storytelling are challenged
by adult players/prosumers. A doll may play a part in self-expression and style; owners may customize, photograph and display the toy or share the visual documentations of their play sessions in various digital spaces. In some cases a doll might even become an avatar for the player himself
or herself. This article examines how adults use doll characters as avatars by exploring visual narratives in social media environments. This is done through a visual analysis of doll images shared on the Internet-based Flickr and by analysing player created content on websites dedicated to
the popular doll Blythe. Through examining the ways of toying with contemporary dolls in the playgrounds of social media, the aim is to build a new understanding of adult creation of second lives online.
The article aims to present, analyze, and discuss the attitudes of the three groups of adults—theorists, hobbyists and “everyday players”—toward play(ful) behavior and activities in relation to character toys. The rhetoric of play theorists is mirrored against the rhetoric of organized players (hobbyists) and (nonorganized) everyday players through in-depth interviews and participatory observation. Questions guiding the exploratory path this article takes include the following: First, what has led to the dominant ideas of the toy as a collectable item and of adult toy consumers as toy collectors? Second, why is the manipulation of toys that happens at adult age considered hobbying and not playing? The results of the analysis indicate that the uses of toys at adult age represent more complex and multifaceted actions and relationships to play than the terms “collecting” and “hobbying” imply.
Background. Miniaturing, or painting, collecting, and gaming with miniature wargaming figurines, is a popular, yet vastly underresearched subject. Previous research suggests a multitude of practices and ways of engaging with miniatures. Aim. This qualitative study explores the various elements of miniaturing to both map the phenomenon and build a foundation for further research. Method. Miniaturing is explored through a thematic analysis of 127 open-ended survey responses by adult Finnish miniature enthusiasts. Results. Responses suggest a dual core to miniaturing, consisting of crafting and gaming. In addition to these core activities, storytelling, collecting, socializing and displaying and appreciating appear commonly, with considerable individual variation. The different elements are closely intertwined, based on individual preferences and resources. Discussion. As a pastime, miniaturing occupies an interesting position with elements of crafting, toy play and gaming, and escapes easy situating. The considerable individual variation in enthusiasts’ preferences suggests a multitude of fruitful approaches in further research.
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