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Wonderland: How Play Made the Modern World…
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Wonderland: How Play Made the Modern World (2016 original; edició 2017)

de Steven Johnson (Autor)

MembresRessenyesPopularitatValoració mitjanaMencions
2711097,870 (3.64)17
"From the New York Times-bestselling author of How We Got to Now and Where Good Ideas Come From, a look at the world-changing innovations we made while keeping ourselves entertained. This lushly illustrated history of popular entertainment takes a long-zoom approach, contending that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Steven Johnson argues that, throughout history, the cutting edge of innovation lies wherever people are working the hardest to keep themselves and others amused. Johnson's storytelling is just as delightful as the inventions he describes, full of surprising stops along the journey from simple concepts to complex modern systems. He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows. Johnson compellingly argues that observers of technological and social trends should be looking for clues in novel amusements. You'll find the future wherever people are having the most fun"--… (més)
Membre:Marissa_Doyle
Títol:Wonderland: How Play Made the Modern World
Autors:Steven Johnson (Autor)
Informació:Riverhead Books (2017), Edition: Reprint, 336 pages
Col·leccions:La teva biblioteca
Valoració:
Etiquetes:social history, history

Informació de l'obra

Wonderland: How Play Made the Modern World de Steven Johnson (2016)

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» Mira també 17 mencions

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NF
  vorefamily | Feb 22, 2024 |
Extremely interesting account of how play or novelty has been a big part of progress in many areas.
I need to read his earlier book also, How We Got to Now. ( )
  kslade | Dec 8, 2022 |
عندما أفتح كتاباً في التاريخ، فإن أكثر ما يُحتمل أن أراه هو بعض الوجوه الجادة والصارمة؛ فلاسفة قدامى يناقشون الديمقراطية، علماء يفكرون في خصائص الأشياء أو عمّالاً بملابس فقيرة يكدحون في المصانع الكبيرة. أما أن أرى أناساً يستمتعون بوقتهم فحسب هو أبعد احتمال.
مع ذلك، وعبر التاريخ، ساهم اللعب والبحث عن المتعة في إحراز تقدم كبير في عدة مجالات. تماماً كما كان للحروب والثورات أدواراً مفصلية في تاريخ البشرية، فإن انغماسنا الطفولي في أرض العجائب التي هي عالم الألعاب والملابس البراقة والأذواق اللذيذة قد نقلنا أيضاً إلى آفاق جديدة. بدءاً من علاقة المزامير الخشبية بعلوم الحاسوب إلى علاقة الأزياء بحلزون البحر واستكشاف الأطلسي، يقدم الكتاب عدة أمثلة قادت فيها الرغبة بالتسلية البشر إلى اكتشافات غيرت مجرى التاريخ. ( )
  TonyDib | Jan 28, 2022 |
Steven Johnson provides a different, intriguing perspective on the history of innovation and invention. He turns the common phrase "necessity is the mother of invention" on its head and shows how much of human progress stems from our quest for the novel and interesting....not necessarily the needed. He looks at how a computer game brought computers into households, how a bouncing ball led to the widespread use of rubber, and how the fondness for spices supported international cuisine. The writing is clear and engaging and the book broadened my perspective of history. ( )
  LynnB | Jul 7, 2019 |
Like Tom Sawyer's friends, most of us are willing to work very hard if it seems like play. How else explain the appeal of crossword puzzles, jigsaw puzzles, cross-stitch and golf? Because of all the work invested in play, pleasure and simple amusement, civilization has made great strides. Various writers have touched on this subject. Eric Hoffer comes to mind. Steven Johnson has made it the focus of an entire book, “Wonderland: How Play Made the Modern World” (2016).

"You will find the future wherever people are having the most fun," Johnson writes. As proof he looks to the past.

Computers are now vital to virtually every business, every government office, every military operation and every bank transaction. Back in 1961 computers were big and slow and seemed to have few practical uses. Then three MIT grad students invented a computer game called Spacewar! Many more computer games followed, and soon youngsters pleaded with their parents for home computers to play these games. This led to more interest in computers and multiplying uses for computers, and adults wanted home computers for themselves.

Taverns and coffeehouses have for centuries been places where people go for fun. While there they talk, communicating ideas and rallying support for causes. Johnson traces the success of the American Revolution to taverns, where Thomas Paine's Common Sense and the Declaration of Independence were often read aloud. As for coffeehouses, he says public museums, insurance corporations, formal stock exchanges and weekly magazines all had their roots in them.

Johnson does much the same kind of thing with the spice trade, tea, movies, chess, fashion and other pleasure pursuits that led to unexpected developments.

Sometimes the process works in reverse. The author says both Disney's EPCOT and shopping malls originated as ideas for modernistic residential communities. In neither case did the housing aspect of the plan ever happen. EPCOT became a theme park. Shopping malls became places where people, especially women and teenagers, go to get away from home for a few hours. ( )
  hardlyhardy | May 23, 2019 |
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Nom de l'autorCàrrecTipus d'autorObra?Estat
Steven Johnsonautor primaritotes les edicionscalculat
Denzer, BenDissenyador de la cobertaautor secundarialgunes edicionsconfirmat
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Those mechanical wonder which in one century enriched only the conjurer who used them, contributed in another to augment the wealth of the nation; and those automatic toys, which once amused the vulgar, are now employed in extending the power and promoting the civilization of our species. In whatever way, indeed, the power of genius may invent or combine, and to whatever low or even ludicrous purposes that invention or combination may be originally applied society receives a gift that it can never lose; and though the value of of the seed may not at once be recognized; and though it may lie long unproductive in the ungenial till of human knowledge, it will some time or other evolve its germ, and yield to mankind its natural and abundant harvest. -- David Brewster, Letters on Natural Magic
Toys and games are the preludes to serious ideas. -- Charles Eames
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In the early years of the Islamic Golden Age, around 760 CE, the new leader of the Abbasid Dynasty, Abu Ja'far Mansur, began scouting the land on the eastern edge of Mesopotamia, looking to build a new capital city from scratch.
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"From the New York Times-bestselling author of How We Got to Now and Where Good Ideas Come From, a look at the world-changing innovations we made while keeping ourselves entertained. This lushly illustrated history of popular entertainment takes a long-zoom approach, contending that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Steven Johnson argues that, throughout history, the cutting edge of innovation lies wherever people are working the hardest to keep themselves and others amused. Johnson's storytelling is just as delightful as the inventions he describes, full of surprising stops along the journey from simple concepts to complex modern systems. He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows. Johnson compellingly argues that observers of technological and social trends should be looking for clues in novel amusements. You'll find the future wherever people are having the most fun"--

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