LEADER 02246nam 22004093 450 001 9910148655003321 005 20230808200159.0 035 $a(CKB)3710000000918279 035 $a(MiAaPQ)EBC6045486 035 $a(Au-PeEL)EBL6045486 035 $a(OCoLC)1014297924 035 $a(EXLCZ)993710000000918279 100 $a20210901d2016 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aWonderland $eHow Play Made the Modern World 210 1$aEast Rutherford :$cPenguin Publishing Group,$d2016. 210 4$dİ2016. 215 $a1 online resource (264 pages) 311 $a0-399-18450-3 311 $a0-399-18448-1 330 $a"From the New York Times-bestselling author of How We Got to Now and Where Good Ideas Come From, a look at he world-changing innovations we made while keeping ourselves entertained. This lushly illustrated history of popular entertainment takes along-zoom approach, contending that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Steven Johnson argues that, throughout history, the cutting edge of innovation lies wherever people are working the hardest to keep themselves and others amused. Johnson's storytelling is just as delightful as the inventions he describes, full of surprising stops along the journey from simple concepts to complex modern systems. He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows. Johnson compellingly argues that observers of technological and social trends should be looking for clues in novel amusements. You'll find the future wherever people are having the most fun"--$cProvided by publisher. 606 $aAmusements 615 0$aAmusements. 676 $a609 686 $aHIS037000$aTEC057000$aSCI075000$2bisacsh 700 $aJohnson$b Steven$0478180 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910148655003321 996 $aWonderland$92888661 997 $aUNINA