Playing Together


Book Description

Bella and Rosie play in a basket, a box, the leaves, the water, the mud and then take a bath.




Play Together, Stay Together


Book Description

How play can enhance your relationship with your dog, improve your dog's responsiveness, and provide your dog with the mental and physical exercise he or she needs -- OCLC.




It's Great to Work Together


Book Description

"Introduces the reader on how to work together in certain situations"--




Free Play


Book Description

Free Play is about the inner sources of spontaneous creation. It is about why we create and what we learn when we do. It is about the flow of unhindered creative energy: the joy of making art in all its varied forms. An international bestseller and beloved classic, Free Play is an inspiring and provocative book, directed toward people in any field who want to contact, honor, and strengthen their own creative powers. It reveals how inspiration arises within us, how that inspiration may be blocked, derailed or obscured, and how finally it can be liberated—how we can be liberated—to speak or sing, write or paint, dance or play, with our own authentic voice. Stephen Nachmanovitch, a pioneer in free improvisation, integrates material from a wide variety of sources among the arts, sciences, and spiritual traditions of humanity, drawing on unusual quotes, amusing and illuminating anecdotes, and original metaphors. The whole enterprise of improvisation in life and art, of recovering free play and awakening creativity, is about being true to ourselves and our visions. Free Play brings us into direct, active contact with boundless creative energies that we may not even know we had.




The Young and the Digital


Book Description

In The Young and the Digital, S. Craig Watkins skillfully draws from more than 500 surveys and 350 in-depth interviews with young people, parents, and educators to understand how a digital lifestyle is affecting the ways youth learn, play, bond, and communicate. Timely and deeply relevant, the book covers the influence of MySpace and Facebook, the growing appetite for “anytime, anywhere” media and “fast entertainment,” how online “digital gates” reinforce race and class divisions, and how technology is transforming America’s classrooms. Watkins also debunks popular myths surrounding cyberpredators, Internet addiction, and social isolation. The result is a fascinating portrait, both celebratory and wary, about the coming of age of the first fully wired generation.




Social Interactions in Virtual Worlds


Book Description

Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.




Families at Play


Book Description

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.




Big Road Blues


Book Description




Ready Player Two


Book Description

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.




From Neurons to Neighborhoods


Book Description

How we raise young children is one of today's most highly personalized and sharply politicized issues, in part because each of us can claim some level of "expertise." The debate has intensified as discoveries about our development-in the womb and in the first months and years-have reached the popular media. How can we use our burgeoning knowledge to assure the well-being of all young children, for their own sake as well as for the sake of our nation? Drawing from new findings, this book presents important conclusions about nature-versus-nurture, the impact of being born into a working family, the effect of politics on programs for children, the costs and benefits of intervention, and other issues. The committee issues a series of challenges to decision makers regarding the quality of child care, issues of racial and ethnic diversity, the integration of children's cognitive and emotional development, and more. Authoritative yet accessible, From Neurons to Neighborhoods presents the evidence about "brain wiring" and how kids learn to speak, think, and regulate their behavior. It examines the effect of the climate-family, child care, community-within which the child grows.