Play Around… Online.
“The American Journal of Play is a forum for discussing the history, culture, and psychology of play. …the Journal aims to increase awareness and understanding of the role of play in learning and human development and the ways in which play illuminates cultural history.”
“The National Institute for Play believes that as play is woven into the fabric of social practices, we will dramatically transform our personal health, our relationships, the education we provide our children and the capacity of our corporations to innovate.”
“[TASP’s] purpose is to promote the study of play, support and cooperate with other organizations having similar purposes, and organize meetings and publications… TASP’s broad focus includes… anthropology, education, psychology, sociology, recreation and leisure studies, history, folklore, dance, communication, the arts, kinesiology, philosophy, cultural studies, and musicology.”
“Strong is the only museum in the world dedicated solely to the study of play as it illuminates American culture. … Some people call Strong a children’s museum; others call it a history museum. In fact, it blends the best features of both — high interactivity and extensive collections — to serve a diverse audience…”
“The International Center for the History of Electronic Games™ collects, studies, and interprets electronic games and related material and the ways in which electronic games are changing how people play, learn, and connect with each other.”
Stuart Brown is a medical doctor, psychiatrist, clinical researcher, and the founder of the National Institute for Play. He is author of the book Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul
Strong National Museum of Play: “Play Stuff Blog explores toys, games, and all sorts of other stuff for play — past and present.”
Game Studies Wikipedia page.
Ludology [n] — the study of games, play, toys and videogames.
“Game Studies is a cross-disciplinary journal dedicated to games research, web-published several times a year… Our primary focus is aesthetic, cultural and communicative aspects of computer games…”
“Informative comments and insights on electronic-game history and trends by the International Center for the History of Electronic Games’ CHEGheads
Game Studies blog by Gonzalo Frasca, a PhD in Videogame Studies and game developer with background in the fields of communications and information design. (Note: This blog is no longer active but exists as an archive.)
“Whether designed to entertain or to achieve more ‘serious’ purposes, games have the potential to impact players’ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior… Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.
“Sandbox Summit® is a series of conferences designed to address how technology affects the ways kids play, learn, and connect. … [Its goal] is to ensure that the next generation of players becomes active innovators rather than passive consumers of technology.”
“The Serious Games Summit focuses on the growing application of videogames and videogame technologies for purposes outside of commercial entertainment. This includes projects using game resources or games for training, health, education, national defense, science, advertising, and general productivity.”
“The biennial Art Center Design Conference is a three-day international gathering of entrepreneurs, thought leaders, and innovators from many fields and disciplines. The 2008 Conference, Serious Play, explored the essential role of play in business, the arts, science, storytelling, technology, and more.”