Physical Play and Children’s Digital Games


Book Description

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


Book Description

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.




Games and Play in the Creative, Smart and Ecological City


Book Description

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. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760




The Dark Side of Game Play


Book Description

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?




Communicative Cities and Urban Space


Book Description

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.




The Ecology of Games


Book Description

An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins




An Introduction to Childhood and Youth Studies and Psychology


Book Description

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.




Representation of Disability in Children’s Video Games


Book Description

Representation of Disability in Children’s Video Games looks at how children’s engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through game play with characters with disabilities. Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children’s video games maps against cognitive development, and the psychomotor and cognitive needs and abilities of children ages 3 to 12. Close reading of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper helped define broad categories of representation: representation can be cosmetic, providing exposure but not gameplay utility; it can be incidental, used as a device that provides purpose for the narrative; or it can more authentically represent the disability as integral to the character and their life. The book provides readers with an overview of contemporary games that betters their understanding of how children’s games present disability and how children create their perceptions through interaction with characters and stories. This book will be of interest to academics and students of game studies, in particular topics such as behavioural science, ethics, and HCI, as well as sociology, communications, and digital media.




Handbook of Research on Children's Consumption of Digital Media


Book Description

One of the consequences of the digital revolution is the availability and pervasiveness of media and technology. They became an integral part of many people’s lives, including children, who are often exposed to media and technology at an early age. Due to this early exposure, children have become targeted consumers for businesses and other organizations that seek to utilize the data they generate. The Handbook of Research on Children's Consumption of Digital Media is a scholarly research publication that examines how children have become consumers as well as how their consumption habits have changed in the age of digital and media technologies. Featuring current research on cyber bullying, social media, and digital advertising, this book is geared toward marketing and advertising professionals, consumer researchers, international business strategists, academicians, and upper-level graduate students seeking current research on the transformation of child to consumer.




HCI for Children with Disabilities


Book Description

In this book the authors present an HCI principle-based approach to develop applications to assist children with disabilities. Design knowledge related to developing complex solution for this audience is explained from an interaction design point of view. Different methodologies, models and cases studies are covered with the aim of helping practitioners to adopt any of the proposed techniques presented in this book. HCI methodologies that adopt an agile strategy are presented, including novel techniques at different development steps, such as: board games, agile planning, agile implementation, method engineering. As this is a huge research field the authors do not just focus on a specific disability but test their methods in different contexts with excellent results. Readers of this book will find both a well-organized and structured set of methodologies and also material that has been tested and refined throughout years of research. Using detailed case studies the reader is guided towards specific solutions which will also provide insights into how to address related problems.