Physical Play and Children’s Digital Games

Physical Play and Children’s Digital Games
Author :
Publisher : Springer
Total Pages : 99
Release :
ISBN-10 : 9783319428758
ISBN-13 : 3319428756
Rating : 4/5 (58 Downloads)

Synopsis Physical Play and Children’s Digital Games by : Krystina Madej

Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play’s role in our society. In particular, Vygotsky’s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children’s development, in particular, physical, or somatic play. The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts.

Play in the Early Years

Play in the Early Years
Author :
Publisher : SAGE
Total Pages : 216
Release :
ISBN-10 : 9781529758641
ISBN-13 : 1529758645
Rating : 4/5 (41 Downloads)

Synopsis Play in the Early Years by : Kay Owen

Play in the Early Years provides an accessible overview of key concepts, debates and approaches to children’s Play. This book: · Considers play from a variety of perspectives · Offers expert insights into theory and research in each area · Encourages the reader to critically reflect on both theory and practice With features including key terms, case studies, reflective questions, spotlights on research and an accompanying glossary, this text is perfect for everyone who is interested in Play - from those just starting undergraduate degrees through to those with more advanced knowledge or experience.

How Computer Games Help Children Learn

How Computer Games Help Children Learn
Author :
Publisher : Springer
Total Pages : 249
Release :
ISBN-10 : 9780230601994
ISBN-13 : 0230601995
Rating : 4/5 (94 Downloads)

Synopsis How Computer Games Help Children Learn by : D. Shaffer

How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games
Author :
Publisher : Springer Nature
Total Pages : 2150
Release :
ISBN-10 : 9783031231612
ISBN-13 : 3031231619
Rating : 4/5 (12 Downloads)

Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

The Dark Side of Game Play

The Dark Side of Game Play
Author :
Publisher : Routledge
Total Pages : 280
Release :
ISBN-10 : 9781317574460
ISBN-13 : 131757446X
Rating : 4/5 (60 Downloads)

Synopsis The Dark Side of Game Play by : Torill Elvira Mortensen

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Games and Play in the Creative, Smart and Ecological City

Games and Play in the Creative, Smart and Ecological City
Author :
Publisher : Routledge
Total Pages : 258
Release :
ISBN-10 : 9781000217728
ISBN-13 : 1000217728
Rating : 4/5 (28 Downloads)

Synopsis Games and Play in the Creative, Smart and Ecological City by : Dale Leorke

This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.

An Introduction to Childhood and Youth Studies and Psychology

An Introduction to Childhood and Youth Studies and Psychology
Author :
Publisher : Taylor & Francis
Total Pages : 300
Release :
ISBN-10 : 9781000914610
ISBN-13 : 1000914615
Rating : 4/5 (10 Downloads)

Synopsis An Introduction to Childhood and Youth Studies and Psychology by : Victoria Cooper

This exciting new book provides a novel interdisciplinary introduction to Childhood and Youth Studies and Psychology. Its accessible approach illuminates holistic understandings of children and young people’s lives by drawing from multiple disciplines and theoretical frameworks and wide-ranging research examples, including case studies from around the world, featuring children and young people’s perspectives throughout. Weaving insights from education and cultural studies, social anthropology, and sociology with social, cultural, and developmental psychology, it covers children and young people’s experiences and development from infancy to young adulthood (0–23 years) and their rights. Chapters explore key contemporary topics such as the following: Digital childhood and youth Children’s embodied experiences The social and cultural origins of selves Diverse families Race and ethnicity Global childhoods Models for understanding health and disability Children’s rights and agency Gender in childhood and youth An essential reading for students on childhood and youth, psychology, and education courses, An Introduction to Childhood and Youth Studies and Psychology is also a valuable introductory resource for practitioners working with children and young people and for parents and policy makers with an interest in how we understand children and young people’s lives today.

Communicative Cities and Urban Space

Communicative Cities and Urban Space
Author :
Publisher : Routledge
Total Pages : 252
Release :
ISBN-10 : 9781000293593
ISBN-13 : 1000293599
Rating : 4/5 (93 Downloads)

Synopsis Communicative Cities and Urban Space by : Scott McQuire

Cities have long been recognized as key sites for fostering new communication practices. However, as contemporary cities experience major changes, how do diverse inhabitants encounter each other? How do cities remember? What is the role of the built environment in fostering sites for public communication in a digital era? Communicative Cities and Urban Space offers a critical analysis of contemporary changes in the relation between urban space and communication. This volume seeks to understand the situatedness of contemporary communication practices in diverse contexts of urban life, and to explore digitized urban space as a historically specific communicative environment. The essays in this book collectively propose that the concept of the ‘communicative city’ is a productive frame for rethinking the above questions in the context of 21st-century ‘media cities’. They challenge us to reconsider qualities such as openness, autonomy and diversity in contemporary urban communication practices, and to identify factors that might expand or constrict communicative possibilities. Students and scholars of communication studies and urban studies would benefit from this book.

Screenwise

Screenwise
Author :
Publisher : Routledge
Total Pages : 256
Release :
ISBN-10 : 9781351817837
ISBN-13 : 1351817833
Rating : 4/5 (37 Downloads)

Synopsis Screenwise by : Devorah Heitner

Screenwise offers a realistic and optimistic perspective on how to thoughtfully guide kids in the digital age. Many parents feel that their kids are addicted, detached, or distracted because of their digital devices. Media expert Devorah Heitner, however, believes that technology offers huge potential to our children-if parents help them. Using the foundation of their own values and experiences, parents and educators can learn about the digital world to help set kids up for a lifetime of success in a world fueled by technology. Screenwise is a guide to understanding more about what it is like for children to grow up with technology, and to recognizing the special challenges-and advantages-that contemporary kids and teens experience thanks to this level of connection. In it, Heitner presents practical parenting "hacks": quick ideas that you can implement today that will help you understand and relate to your digital native. The book will empower parents to recognize that the wisdom that they have gained throughout their lives is a relevant and urgently needed supplement to their kid's digital savvy, and help them develop skills for managing the new challenges of parenting. Based on real-life stories from other parents and Heitner's wealth of knowledge on the subject, Screenwise teaches parents what they need to know in order to raise responsible digital citizens.

Great Big Book of Children's Games

Great Big Book of Children's Games
Author :
Publisher : McGraw Hill Professional
Total Pages : 324
Release :
ISBN-10 : 0071422463
ISBN-13 : 9780071422468
Rating : 4/5 (63 Downloads)

Synopsis Great Big Book of Children's Games by : Derba Wise

450 indoor and outdoor games for pre-school to middle-school-age kids arranged by age group.