Skip to main content

2022 | OriginalPaper | Buchkapitel

The Pile of Shame: The Personal and Social Sustainability of Collecting and Hoarding Miniatures

verfasst von : Mikko Meriläinen, Jaakko Stenros, Katriina Heljakka

Erschienen in: Toys and Sustainability

Verlag: Springer Singapore

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Collecting is a major part of the miniaturing pastime, in which enthusiasts collect, paint, and play games with small historical and fantasy wargaming and role-playing figurines. Miniaturists often have large collections of miniatures, and many buy more miniatures than they have time to paint. This quantity of unpainted miniatures is often referred to as a pile of shame. In this chapter, we explore the collecting of miniatures and the pile of shame phenomenon through a thematic analysis of qualitative survey data (N = 127). Our analysis suggests that an amassed collection of miniatures poses both practical and existential potential and challenges and may be both beneficial and detrimental to personal sustainability. Although the concept of a pile of shame is typically a shared source of humour, it is also a relevant part of the miniaturing pastime, and an important aspect of how miniaturists curate and view their collection.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Fußnoten
1
Diorama, in the context of fantasy and historical miniatures, refers to a three-dimensional scale model of a situation, containing miniatures in a scene, such as a fantasy battle or a moment on an adventure.
 
2
The life cycle of the miniature as a physical object, starting from its manufacture and ending in its physical disintegration, would be very different.
 
Literatur
Zurück zum Zitat Apperley, T. (2010). Gaming rhythms: Play and counterplay from the situated to the global. Institute of Network Cultures. Apperley, T. (2010). Gaming rhythms: Play and counterplay from the situated to the global. Institute of Network Cultures.
Zurück zum Zitat Arendt, H. (2007). Introduction. In Benjamin, W. Illuminations. Essays and reflections (H. Zohn, trans., H. Arendt, ed., pp. 1–55). Schocken Books. (Original work published 1968). Arendt, H. (2007). Introduction. In Benjamin, W. Illuminations. Essays and reflections (H. Zohn, trans., H. Arendt, ed., pp. 1–55). Schocken Books. (Original work published 1968).
Zurück zum Zitat Belk, R. W. (1995). Collecting in a consumer society. Routledge. Belk, R. W. (1995). Collecting in a consumer society. Routledge.
Zurück zum Zitat Belk, R. W., Wallendorf, M., Sherry, J. F., & Holbrook, M. B. (1991). Collecting in a consumer culture. In R. Belk (Ed.), SV—Highways and buyways: Naturalistic research from the consumer behavior odyssey (pp. 178–215). Association for Consumer Research. Belk, R. W., Wallendorf, M., Sherry, J. F., & Holbrook, M. B. (1991). Collecting in a consumer culture. In R. Belk (Ed.), SV—Highways and buyways: Naturalistic research from the consumer behavior odyssey (pp. 178–215). Association for Consumer Research.
Zurück zum Zitat Benjamin, W. (2007). Unpacking my library. In W. Benjamin, Illuminations. Essays and reflections (H. Zohn, trans., H. Arendt, ed., pp. 59–67). Schocken Books. (Original work published 1931). Benjamin, W. (2007). Unpacking my library. In W. Benjamin, Illuminations. Essays and reflections (H. Zohn, trans., H. Arendt, ed., pp. 59–67). Schocken Books. (Original work published 1931).
Zurück zum Zitat Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.CrossRef Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.CrossRef
Zurück zum Zitat Braun, V., & Clarke, V. (2012). Thematic analysis. Research designs: Quantitative, qualitative, neuropsychological, and biologicalIn H. Cooper, P. M. Camic, D. L. Long, A. T. Panter, D. Rindskopf, & K. J. Sher (Eds.), APA handbook of research methods in psychology (Vol. 2, pp. 57–71). American Psychological Association. Braun, V., & Clarke, V. (2012). Thematic analysis. Research designs: Quantitative, qualitative, neuropsychological, and biologicalIn H. Cooper, P. M. Camic, D. L. Long, A. T. Panter, D. Rindskopf, & K. J. Sher (Eds.), APA handbook of research methods in psychology (Vol. 2, pp. 57–71). American Psychological Association.
Zurück zum Zitat Burghardt, G. M. (2005). The genesis of animal play: Testing the limits. The MIT Press. Burghardt, G. M. (2005). The genesis of animal play: Testing the limits. The MIT Press.
Zurück zum Zitat Carter, M., Gibbs, M., & Harrop, M. (2014). Drafting an army: The playful pastime of Warhammer 40,000. Games and Culture, 9(2), 122–147.CrossRef Carter, M., Gibbs, M., & Harrop, M. (2014). Drafting an army: The playful pastime of Warhammer 40,000. Games and Culture, 9(2), 122–147.CrossRef
Zurück zum Zitat Carter, M., Harrop, M., & Gibbs, M. (2014). The roll of the dice in Warhammer 40,000. In F. Mäyrä, K. Heljakka, & A. Seisto (Eds.), ToDIGRA: Physical and digital in games and play (pp. 1–28). ETC Press. Carter, M., Harrop, M., & Gibbs, M. (2014). The roll of the dice in Warhammer 40,000. In F. Mäyrä, K. Heljakka, & A. Seisto (Eds.), ToDIGRA: Physical and digital in games and play (pp. 1–28). ETC Press.
Zurück zum Zitat Cova, B., Pace, S., & Park, D. J. (2007). Global brand communities across borders: The Warhammer case. International Marketing Review, 24(3), 313–329.CrossRef Cova, B., Pace, S., & Park, D. J. (2007). Global brand communities across borders: The Warhammer case. International Marketing Review, 24(3), 313–329.CrossRef
Zurück zum Zitat Coward-Gibbs, M. (2021). Why don’t we play Pandemic? Analog gaming communities in lockdown. Leisure Sciences, 43(1–2), 78–84.CrossRef Coward-Gibbs, M. (2021). Why don’t we play Pandemic? Analog gaming communities in lockdown. Leisure Sciences, 43(1–2), 78–84.CrossRef
Zurück zum Zitat deWinter, J., & Kocurek, C. A. (2017). Repacking my library. In M. Swalwell, A. Ndalianis, & H. Stuckey (Eds.), Fans and videogames: Histories, fandom, archives (pp. 165–179). Taylor & Francis.CrossRef deWinter, J., & Kocurek, C. A. (2017). Repacking my library. In M. Swalwell, A. Ndalianis, & H. Stuckey (Eds.), Fans and videogames: Histories, fandom, archives (pp. 165–179). Taylor & Francis.CrossRef
Zurück zum Zitat Dhar, U., Liu, H., & Boyatzis, R. E. (2021). Towards personal sustainability: Renewal as an antidote to stress. Sustainability, 13(17), 9945.CrossRef Dhar, U., Liu, H., & Boyatzis, R. E. (2021). Towards personal sustainability: Renewal as an antidote to stress. Sustainability, 13(17), 9945.CrossRef
Zurück zum Zitat Domahidi, E., & Quandt, T. (2015). “And all of a sudden my life was gone…”: A biographical analysis of highly engaged adult gamers. New Media & Society, 17(7), 1154–1169.CrossRef Domahidi, E., & Quandt, T. (2015). “And all of a sudden my life was gone…”: A biographical analysis of highly engaged adult gamers. New Media & Society, 17(7), 1154–1169.CrossRef
Zurück zum Zitat Geraghty, L. (2014). Cult collectors: Nostalgia, fandom and collecting popular culture. Routledge.CrossRef Geraghty, L. (2014). Cult collectors: Nostalgia, fandom and collecting popular culture. Routledge.CrossRef
Zurück zum Zitat Harrop, M., Gibbs, M., & Carter, M. (2013). Everyone's a winner at Warhammer 40K (or, at least not a loser). In Proceedings of DiGRA 2013 Conference: DeFragging Game Studies. Harrop, M., Gibbs, M., & Carter, M. (2013). Everyone's a winner at Warhammer 40K (or, at least not a loser). In Proceedings of DiGRA 2013 Conference: DeFragging Game Studies.
Zurück zum Zitat Heljakka, K. (2013). Principles of adult play(fulness) in contemporary toy cultures: From wow to flow to glow. Helsinki: Aalto ARTS Books. Aalto University publication series DOCTORAL DISSERTATIONS 72/2013. Heljakka, K. (2013). Principles of adult play(fulness) in contemporary toy cultures: From wow to flow to glow. Helsinki: Aalto ARTS Books. Aalto University publication series DOCTORAL DISSERTATIONS 72/2013.
Zurück zum Zitat Heljakka, K. (2017). Toy fandom, adulthood, and the ludic age. In J. Gray, C. Sandvoss, & C. L. Harrington (Eds.), Fandom: Identities and communities in a mediated world (pp. 91–105). New York University Press.CrossRef Heljakka, K. (2017). Toy fandom, adulthood, and the ludic age. In J. Gray, C. Sandvoss, & C. L. Harrington (Eds.), Fandom: Identities and communities in a mediated world (pp. 91–105). New York University Press.CrossRef
Zurück zum Zitat Johnson, M. R., & Luo, Y. (2019). Gaming-value and culture-value: Understanding how players account for video game purchases. Convergence, 25(5–6), 868–883.CrossRef Johnson, M. R., & Luo, Y. (2019). Gaming-value and culture-value: Understanding how players account for video game purchases. Convergence, 25(5–6), 868–883.CrossRef
Zurück zum Zitat Kankainen, V. 2016. The interplay of two worlds in Blood Bowl: Implications for hybrid board game design. In Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, Article No. 8. ACM. Kankainen, V. 2016. The interplay of two worlds in Blood Bowl: Implications for hybrid board game design. In Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, Article No. 8. ACM.
Zurück zum Zitat Körner, R., & Schütz, A. (2021). It is not all for the same reason! Predicting motives in miniature wargaming on the basis of personality traits. Personality and Individual Differences, 173, 110639. Körner, R., & Schütz, A. (2021). It is not all for the same reason! Predicting motives in miniature wargaming on the basis of personality traits. Personality and Individual Differences, 173, 110639.
Zurück zum Zitat Langer, B. (1989). Commoditoys: Marketing childhood. Arena, 87, 29–37. Langer, B. (1989). Commoditoys: Marketing childhood. Arena, 87, 29–37.
Zurück zum Zitat Lewin, C. G. (2012). War Games and their History. Fonthill. Lewin, C. G. (2012). War Games and their History. Fonthill.
Zurück zum Zitat Lundy, J. (2021). Toying with identity: Adult toy collectors, material fandom, and generational media audiences [Unpublished doctoral dissertation]. Drexel University. Lundy, J. (2021). Toying with identity: Adult toy collectors, material fandom, and generational media audiences [Unpublished doctoral dissertation]. Drexel University.
Zurück zum Zitat McIntosh, W. D., & Schmeichel, B. (2004). Collectors and collecting: A social psychological perspective. Leisure Sciences, 26(1), 85–97.CrossRef McIntosh, W. D., & Schmeichel, B. (2004). Collectors and collecting: A social psychological perspective. Leisure Sciences, 26(1), 85–97.CrossRef
Zurück zum Zitat Meriläinen, M., Heljakka, K., & Stenros, J. (in press). Lead fantasies: The making, meaning, and materiality of miniatures. In C. Germaine & P. Wake (Eds.), Material game studies. Bloomsbury. Meriläinen, M., Heljakka, K., & Stenros, J. (in press). Lead fantasies: The making, meaning, and materiality of miniatures. In C. Germaine & P. Wake (Eds.), Material game studies. Bloomsbury.
Zurück zum Zitat Meriläinen, M., Stenros, J., & Heljakka, K. (2020). More than wargaming: Exploring the miniaturing pastime. Simulation and Gaming. OnlineFirst. Meriläinen, M., Stenros, J., & Heljakka, K. (2020). More than wargaming: Exploring the miniaturing pastime. Simulation and Gaming. OnlineFirst.
Zurück zum Zitat Peterson, J. (2012). Playing at the world: A history of simulating wars, people and fantastic adventures from chess to role-playing games. Unreason Press. Peterson, J. (2012). Playing at the world: A history of simulating wars, people and fantastic adventures from chess to role-playing games. Unreason Press.
Zurück zum Zitat Petrov, J. (2019). Fashion, history, museums: Inventing the display of dress. Bloomsbury Academic. Petrov, J. (2019). Fashion, history, museums: Inventing the display of dress. Bloomsbury Academic.
Zurück zum Zitat Schaufeli, W. B., Taris, T. W., & van Rhenen, W. (2008). Workaholism, burnout, and work engagement: Three of a kind or three different kinds of employee well-being? Applied Psychology, 57(2), 173–203.CrossRef Schaufeli, W. B., Taris, T. W., & van Rhenen, W. (2008). Workaholism, burnout, and work engagement: Three of a kind or three different kinds of employee well-being? Applied Psychology, 57(2), 173–203.CrossRef
Zurück zum Zitat Shell, E. R. (2009). Cheap: The high cost of discount culture. The Penguin Press. Shell, E. R. (2009). Cheap: The high cost of discount culture. The Penguin Press.
Zurück zum Zitat Singleton, B. E. (2021). “We offer Nuffle a sausage sacrifice on game day”. Blood Bowl players’ world-building rituals through the lens of theory of sociocultural viability. Journal of Contemporary Ethnography, 50(2), 176–201. Singleton, B. E. (2021). “We offer Nuffle a sausage sacrifice on game day”. Blood Bowl players’ world-building rituals through the lens of theory of sociocultural viability. Journal of Contemporary Ethnography, 50(2), 176–201.
Zurück zum Zitat Sutton-Smith, B. (2017). Play for life: Play theory and play as emotional survival. The Strong. Sutton-Smith, B. (2017). Play for life: Play theory and play as emotional survival. The Strong.
Zurück zum Zitat Williams, I., & Tobin, S. (2021). The practice of Oldhammer: Re-membering a past through craft and play. Games and Culture. OnlineFirst. Williams, I., & Tobin, S. (2021). The practice of Oldhammer: Re-membering a past through craft and play. Games and Culture. OnlineFirst.
Zurück zum Zitat Withers, D. M. (2018). DIY institutions and amateur heritage making. In S. Baker, C. Strong, L. Istvandity, & Z. Cantillon (Eds.), The Routledge companion to popular music history and heritage (pp. 294–302). Routledge.CrossRef Withers, D. M. (2018). DIY institutions and amateur heritage making. In S. Baker, C. Strong, L. Istvandity, & Z. Cantillon (Eds.), The Routledge companion to popular music history and heritage (pp. 294–302). Routledge.CrossRef
Zurück zum Zitat Wolff, A., & Mulholland, P. (2013, May 1–3). Curation, curation, curation. Narrative and Hypertext Workshop (NHT’13). Wolff, A., & Mulholland, P. (2013, May 1–3). Curation, curation, curation. Narrative and Hypertext Workshop (NHT’13).
Metadaten
Titel
The Pile of Shame: The Personal and Social Sustainability of Collecting and Hoarding Miniatures
verfasst von
Mikko Meriläinen
Jaakko Stenros
Katriina Heljakka
Copyright-Jahr
2022
Verlag
Springer Singapore
DOI
https://doi.org/10.1007/978-981-16-9673-2_4