Pop Culture Universe
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Nottingham Trent Institutional Repository (IRep) Pop Culture Universe from The Greenwood Encyclopedia of World Popular Culture: Europe (2007) by Gary Hoppenstand, Gerd Bayer Popular Culture in Europe: Games, Toys and Pastimes MAJA MIKULA Games, hobbies, and toys encompass a diverse range of practices and objects of material culture that often have very little in common, other than their association with recreation, leisure, and play. Play is a vital aspect of human culture, and games, hobbies, and toys make it happen. It is no wonder then that this area of human activity can reveal a great deal about the social and cultural context in which it occurs. It always involves rituals that can be read at a “deep” level to throw light on the values and myths prevalent in the society in which it unfolds. Games can be categorized in many different ways. French anthropologist Roger Caillois divided them into four main categories: competition, chance, simulation, and disorientation. Competitive games involve training, skill, and discipline; games of chance largely depend on probability; simulation games require that the players escape from reality and become fantasy characters; and, finally, games of disorientation are based on a physical feeling of dizziness. If there is money or material gain involved, we are talking about gambling, which can contain traces of all four of these categories. [1] Hobbies, like games, are voluntary, uncertain, isolated in space and time, and bound by rules. Unlike games, however, hobbies such as handicrafts and collecting can be—and usually are—materially productive.
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