Children's Games in the New Media Age

Children's Games in the New Media Age
Author: Chris Richards
Publisher: Routledge
Total Pages: 333
Release: 2016-05-23
Genre: Social Science
ISBN: 1317167554

The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.

Electronic Visualisation in Arts and Culture

Electronic Visualisation in Arts and Culture
Author: Jonathan P. Bowen
Publisher: Springer Science & Business Media
Total Pages: 293
Release: 2013-09-07
Genre: Computers
ISBN: 1447154061

Presenting the latest technological developments in arts and culture, this volume demonstrates the advantages of a union between art and science. Electronic Visualisation in Arts and Culture is presented in five parts: Imaging and Culture New Art Practice Seeing Motion Interaction and Interfaces Visualising Heritage Electronic Visualisation in Arts and Culture explores a variety of new theory and technologies, including devices and techniques for motion capture for music and performance, advanced photographic techniques, computer generated images derived from different sources, game engine software, airflow to capture the motions of bird flight and low-altitude imagery from airborne devices. The international authors of this book are practising experts from universities, art practices and organisations, research centres and independent research. They describe electronic visualisation used for such diverse aspects of culture as airborne imagery, computer generated art based on the autoimmune system, motion capture for music and for sign language, the visualisation of time and the long term preservation of these materials. Selected from the EVA London conferences from 2009-2012, held in association with the Computer Arts Society of the British Computer Society, the authors have reviewed, extended and fully updated their work for this state-of-the-art volume.

Young Children Playing and Learning in a Digital Age

Young Children Playing and Learning in a Digital Age
Author: Christine Stephen
Publisher: Routledge
Total Pages: 239
Release: 2017-11-27
Genre: Education
ISBN: 1317224973

Young Children Playing and Learning in a Digital Age explores the emergence of the digital age and young children’s experiences with digital technologies at home and in educational environments. Drawing on theory and research-based evidence, this book makes an important contribution to understanding the contemporary experiences of young children in the digital age. It argues that a cultural and critically informed perspective allows educators, policy-makers and parents to make sense of children’s digital experiences as they play and learn, enabling informed decision-making about future early years curriculum and practices at home and in early learning and care settings. An essential read for researchers, students, policy-makers and professionals working with children today, this book draws attention to the evolution of digital developments and the relationship between contemporary technologies, play and learning in the early years.

Children, Adolescents, and the Media

Children, Adolescents, and the Media
Author: Victor C. Strasburger
Publisher: SAGE Publications, Incorporated
Total Pages: 566
Release: 2002-03-26
Genre: Language Arts & Disciplines
ISBN:

Taking an approach grounded in the media effects tradition, this book provides a comprehensive, research-oriented treatment of how children and adolescents interact with the media. Chapters review the latest findings as well as seminal studies that have helped frame the issues in such areas as advertising, violence, video games, sexuality, drugs, body image and eating disorders, music, and the Internet. Each chapter is liberally sprinkled with illustrations, examples from the media, policy debates, and real-life instances of media impact.

Imagination and Play in the Electronic Age

Imagination and Play in the Electronic Age
Author: Dorothy G Singer
Publisher: Harvard University Press
Total Pages: 223
Release: 2009-06-30
Genre: Psychology
ISBN: 0674043693

Television, video games, and computers are easily accessible to twenty-first-century children, but what impact do they have on creativity and imagination? In this book, two wise and long-admired observers of children's make-believe look at the cognitive and moral potential--and concern--created by electronic media.

Xenocide

Xenocide
Author: Orson Scott Card
Publisher: Tor Books
Total Pages: 409
Release: 2009-11-30
Genre: Fiction
ISBN: 1429963964

The war for survival of the planet Lusitania will be fought in the heart of a child named Gloriously Bright. On Lusitania, Ender found a world where humans and pequininos and the Hive Queen could all live together; where three very different intelligent species could find common ground at last. Or so he thought. Lusitania also harbors the descolada, a virus that kills all humans it infects, but which the pequininos require in order to become adults. The Starways Congress so fears the effects of the descolada, should it escape from Lusitania, that they have ordered the destruction of the entire planet, and all who live there. The Fleet is on its way, a second xenocide seems inevitable. Xenocide is the third novel in Orson Scott Card's The Ender Saga. THE ENDER UNIVERSE Ender series Ender’s Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender’s Shadow series Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.