Power Play


Book Description

“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.




The Case For Make Believe


Book Description

In The Case for Make Believe, Harvard child psychologist Susan Linn tells the alarming story of childhood under siege in a commercialized and technology-saturated world. Although play is essential to human development and children are born with an innate capacity for make believe, Linn argues that, in modern-day America, nurturing creative play is not only countercultural—it threatens corporate profits. A book with immediate relevance for parents and educators alike, The Case for Make Believe helps readers understand how crucial child's play is—and what parents and educators can do to protect it. At the heart of the book are stories of children at home, in school, and at a therapist's office playing about real-life issues from entering kindergarten to a sibling's death, expressing feelings they can't express directly, and making meaning of an often confusing world. In an era when toys come from television and media companies sell videos as brain-builders for babies, Linn lays out the inextricable links between play, creativity, and health, showing us how and why to preserve the space for make believe that children need to lead fulfilling and meaningful lives.




No Game for Boys to Play


Book Description

From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.




A History of Children's Play and Play Environments


Book Description

Children’s play throughout history has been free, spontaneous, and intertwined with work, set in the playgrounds of the fields, streams, and barnyards. Children in cities enjoyed similar forms of play but their playgrounds were the vacant lands and parks. Today, children have become increasingly inactive, abandoning traditional outdoor play for sedentary, indoor cyber play and poor diets. The consequences of play deprivation, the elimination and diminution of recess, and the abandonment of outdoor play are fundamental issues in a growing crisis that threatens the health, development, and welfare of children. This valuable book traces the history of children’s play and play environments from their roots in ancient Greece and Rome to the present time in the high stakes testing environment. Through this exploration, scholar Dr. Joe Frost shows how this history informs where we are today and why we need to re-establish play as a priority. Ultimately, the author proposes active solutions to play deprivation. This book is a must-read for scholars, researchers, and students in the fields of early childhood education and child development.




KaBOOM!


Book Description

KaBOOM! is the powerful, uplifting journey of a man who grew up in a group home with his seven brothers and sisters and went on to build a world-class nonprofit that harnesses the power of community to improve the lives of children. In 1995, Darell Hammond read an article in the Washington Post about an unthinkable tragedy: Two young children suffocated in a car on a hot summer day in southeast Washington, DC. The story indicated that the children had nowhere to play; in the absence of a playground, they had climbed into an abandoned car. Reading the article fueled Hammond's sense of injustice, and his life's mission came into focus. Hammond founded KaBOOM!, a national nonprofit that provides communities with tools, resources, and guidance to build and renovate playgrounds and playspaces. In some of the toughest and poorest neighborhoods in North America, 2,000 barren spaces have been transformed by KaBOOM! and more than a million volunteers and community members into kid-designed, fun, and imaginative places to play. This is the story of a man with a vision, a man who believes that play is the best natural resource in a creative economy and that kids need more of it. Play is not a luxury but a necessity for their lives. Through hard work, commitment, and the conviction that access to a safe play environment is the fundamental right of all children, Hammond built an organization that has touched the lives of countless children and families. Hammond's story demonstrates how one idealist can change the world and how small, civic-minded steps create a ripple effect that can transform communities and eventually the world at large.




Saving Play


Book Description

"Saving Play addresses two questions critical to the field of early childhood education: Can child-directed, open-ended play activities in preschool and kindergarten classrooms address early learning and Common Core standards? and Can play be used to reach specific goals and objectives across all developmental domains? Authors Thomas Rendon and Gaye Gronlund answer both of these questions with a resounding yes and believe play, academics, and standards can and do work together"--




Game Time


Book Description

Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.




Last Child in the Woods


Book Description

The Book That Launched an International Movement Fans of The Anxious Generation will adore Last Child in the Woods, Richard Louv's groundbreaking New York Times bestseller. “An absolute must-read for parents.” —The Boston Globe “It rivals Rachel Carson’s Silent Spring.” —The Cincinnati Enquirer “I like to play indoors better ’cause that’s where all the electrical outlets are,” reports a fourth grader. But it’s not only computers, television, and video games that are keeping kids inside. It’s also their parents’ fears of traffic, strangers, Lyme disease, and West Nile virus; their schools’ emphasis on more and more homework; their structured schedules; and their lack of access to natural areas. Local governments, neighborhood associations, and even organizations devoted to the outdoors are placing legal and regulatory constraints on many wild spaces, sometimes making natural play a crime. As children’s connections to nature diminish and the social, psychological, and spiritual implications become apparent, new research shows that nature can offer powerful therapy for such maladies as depression, obesity, and attention deficit disorder. Environment-based education dramatically improves standardized test scores and grade-point averages and develops skills in problem solving, critical thinking, and decision making. Anecdotal evidence strongly suggests that childhood experiences in nature stimulate creativity. In Last Child in the Woods, Louv talks with parents, children, teachers, scientists, religious leaders, child-development researchers, and environmentalists who recognize the threat and offer solutions. Louv shows us an alternative future, one in which parents help their kids experience the natural world more deeply—and find the joy of family connectedness in the process. Included in this edition: A Field Guide with 100 Practical Actions We Can Take Discussion Points for Book Groups, Classrooms, and Communities Additional Notes by the Author New and Updated Research from the U.S. and Abroad




Fair Play


Book Description

AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.




Serious Fun


Book Description

A practical book for teachers consisting of 10 YC and TYC articles on the importance of integrating rich content-based, teacher-guided instruction with meaningful child-centered play to nurture children's emerging capabilities and skills.