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Toys and games, key elements of play, have evolved from home made trinkets to highly engineered gadgets in a multi-billion-dollar business. Students discover the connections between know-how and play, specifically the advantages, drawbacks and ethical implications of toy and recreation design. Case studies permit students to think about familial, cultural, sociological, and different influences upon toy and game design over the past century. By dialogue, analysis and workshops, students transfer in direction of designing their own toy or recreation, or modifying an current one.
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