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134 AMERICAN JOURNAL OF P L AY • FA L L 2 0 1 5

a growing number of creative approaches The book, which includes contribu-


to play-space design. A few examples tions by fans of both LEGO products and
include built-rope courses or challenge some of the franchises adapted into LEGO
courses developed by groups such as toys, games, and other merchandise,
Project Adventure and High Five, youth- deftly balances critical and celebratory
designed play structures developed by approaches to the brand, a perspective that
Planet Earth Playscapes, and playgrounds facilitates deep readings firmly oriented in
constructed for individual housing devel- the aforementioned scholarly traditions.
opments. Despite such detail, the chapters are short
and do not rely on extensive ancillary
—David B. Jones, University of Southern theoretical knowledge, making the book
Maine, Portland, ME easy to read and teach.
Several essays concentrate on issues
related to adaptation and play—what is
made possible when popular franchises
LEGO Studies: Examining are given the LEGO treatment. Mark J. P.
the Building Blocks of a Wolf ’s and Neal Baker’s chapters deal with
Transmedial Phenomenon the adaptation of Star Wars and Lord of
Mark J. P. Wolf, ed. the Rings respectively, from films to LEGO
New York: Routledge, 2014. Figures, sets, while Jessica Aldred’s and Robert
contributors, institutions, prolegomena, Buerkle’s contributions explore the adapta-
appendix, index. 320 pp. $43.95 paper. tion of these films into LEGO-styled video
ISBN: 9780415722919 games. Each undertakes thorough analy-
ses of the films, toys, and—as applica-
Over more than fifty years, LEGO sets ble—related games to explain how LEGO
have expanded from an open-ended works as a distinct medium, not beholden
building system to include instructions for to verisimilitude, variously inhibited and
building specific models, themed play sets, liberated by aspects of its material design
and licensed products. More recently, the and discursive framing. The abstraction
company has become a transmedia empire resulting from adapting popular culture
with books, games, educational products, icons into LEGO products creates success-
a feature film, and more. LEGO Studies ful merchandise for multiple age groups,
works from the premise that LEGO is a combines irony and sincerity, and infuses
distinct medium that warrants closer con- the brand’s playful ethos into a range of
sideration. The book offers fifteen essays established story worlds.
incorporating play theory, games studies, In the book’s consideration of LEGO
cultural studies, media industries scholar- as a system of play, questions surrounding
ship, fan cultures, adaptation studies, and modularity and units of meaning arise as a
other disciplines to articulate both LEGO’s second core theme throughout the work.
cultural significance and to explore the Lori Landay’s essay describes how two of
many complex ways that LEGO products LEGO’s early product lines—Ninjago and
work in play. Chima—use mythical schema to generate
Book Reviews 135

international appeal. She demonstrates and digital brick-building platforms steers


how the brand now comprises not only play in a ludic direction, altering the spa-
physical interlocking blocks, but inter- tial and temporal possibilities of play.
locking ideological components as well. Essays by Nathan Sawaya and Ed Diment
Likewise, Derek Johnson’s discussion of and Duncan Titmarsh concentrate on
LEGO’s much-maligned Friends line for LEGO as a sculptural medium, for both
girls examines the toy industry’s con- artistic expression and public relations
struction and deployment of “creativity,” appeal to public and corporate audiences.
arguing that it becomes “a site of indus- The book’s breadth of approaches
trial and critical struggle under constant attests to the multidisciplinary potential
contestation and reconstruction,” where of LEGO as an object of serious inquiry.
“industry lore” is perpetually met with This breadth notwithstanding, the essays
activists’ “counter-lore,” which may rely are, on the whole, unified in their com-
on the same kinds of essentialization it mitments to various areas of scholarship—
seeks to dismantle (p. 101). Christopher such as works within games studies, Mark
Hanson’s essay on LEGO Mindstorms J. P. Wolf ’s work on world building, and,
robotic kits likens toy building blocks to particularly, Caillois’s theory of play. Seth
the blocks of computer commands that Giddings’s penultimate chapter stresses
Mindstorms users connect virtually in the importance of balancing theory-based
writing the programs that control robots. research with ethnographic accounts as it
Hanson celebrates the open-ended qual- presents adults’ accounts of playing with
ity of Mindstorms products, which eschew LEGO as children to demonstrate par-
goal-oriented activities in favor of paidic ticular play practices and to highlight the
or play-like experimentation. impossibility of ever fully articulating the
Other contributors address a third range of undertakings associated with
set of preoccupations, discussing how such a versatile system. Although this
LEGO intersects with education, social position does not reflect the book’s over-
change, and artistic expression. Michael all orientation, at times, individual essays
Lachney’s essay explores LEGO’s role in articulate LEGO’s relative importance by
education and particularly in STEM (sci- stressing that it is not just a toy—or that
ence, technology, engineering, and math- it is more than just a toy—approaching a
ematics) education reform at national and tone that might seem dismissive or at least
international levels. It contends that the unnecessarily contentious within the con-
LEGO’s classroom application replaces the text of the volume. Such moments are rare,
critical pedagogical “teacher-as-learner” however. At other times, the exquisite level
paradigm with the concept of the teacher of detail in the essays assumes, perhaps
as manager or coach, thereby falling understandably, prior knowledge either of
short of its potential for radical education LEGO products themselves under exami-
and social justice, a potential that David nation or of the franchises from which
Gauntlett argues is at the heart of the they are adapted (for example Star Wars
brand. Kevin Schut’s essay proposes that and The Lord of the Rings films).
“the virtualization of LEGO” via games LEGO Studies represents not only
136 AMERICAN JOURNAL OF P L AY • FA L L 2 0 1 5

an invaluable text for those working on D&D hype that Laycock explores—I think
LEGO (aided by a comprehensive resource they harbored a fundamental mistrust of
guide included in an appendix) and related evangelists such as Jerry Falwell and Pat
transmedia phenomena but it also offers Robertson—yet, neither did they join in
an example of the depth and detail for my or my sister’s game sessions or even
which such scholarship should strive. ask much about D&D.
Jason Mittell’s afterword thoughtfully Laycock’s general thesis is that role-
cautions against allowing such inquiry to playing games (RPGs) and religion share
codify into a discipline. Instead, he urges a number of characteristics, including
readers to “take inspiration from its cross- their construction of multiple worlds and
disciplinary strengths and keen insights, the ability of their adherents or players
but also recognize its gaps” (p. 272). The to move between these worlds (and also
book primes the reader for this very sort to transform themselves through this
of engagement, offering rich insights, thor- movement) and that both games and reli-
ough research, and sharp analyses and gion can be viewed using the same set of
providing models of exploration that are cultural and sociological lenses. He also
as carefully considered and open-ended as asserts that religion essentially needed
the LEGO system itself. to attack role-playing games, especially
D&D, to assert its own “reality” and rel-
—Meredith Bak, Rutgers University-Cam- evance during a time when such con-
den, Camden, NJ cepts were commonly being called into
question sociologically (the rise of cults
and the increase in urban and suburban
violence, for example) and through the
Dangerous Games: What media (the proliferation of occult-based
the Moral Panic over Role- films and books as well as evangelical pro-
Playing Games Says about Play, gramming). Ironically, Laycock argues, the
Religion, and Imagined Worlds very role-playing games that the Christian
Joseph P Laycock right and parental concern groups such
Oakland, CA: University of California as BADD (Bothered About Dungeons &
Press, 2015. Notes, bibliography, index. Dragons) were attacking could be used
349 pp. $29.95 paper. to deconstruct their own agendas and
ISBN: 9780520284920 to point out the constructed nature and
potential abuses of religion when viewed
I am old enough to remember what Joseph as game.
P. Laycock describes as the 1980’s “moral Laycock’s book is divided into two
panic” concerning Dungeons & Dragons parts: first, a well-researched description
(D&D). I was a casual player of the game of the moral panic concerning D&D and
at that time, and I also enjoyed the Satur- other role-playing games from the 1970s
day morning D&D television series that through the 1990s; and, second, a cultural
aired from 1983 to 1985. My parents, to analysis of this moral panic. In the first
their credit, never bought into the anti- section, Laycock presents meticulous

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