Digital Playgrounds
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Author | : Sara M. Grimes |
Publisher | : University of Toronto Press |
Total Pages | : 367 |
Release | : 2021-07-30 |
Genre | : Social Science |
ISBN | : 1442668202 |
Digital Playgrounds explores the key developments, trends, debates, and controversies that have shaped children’s commercial digital play spaces over the past two decades. It argues that children’s online playgrounds, virtual worlds, and connected games are much more than mere sources of fun and diversion – they serve as the sites of complex negotiations of power between children, parents, developers, politicians, and other actors with a stake in determining what, how, and where children’s play unfolds. Through an innovative, transdisciplinary framework combining science and technology studies, critical communication studies, and children’s cultural studies, Digital Playgrounds focuses on the contents and contexts of actual technological artefacts as a necessary entry point for understanding the meanings and politics of children’s digital play. The discussion draws on several research studies on a wide range of digital playgrounds designed and marketed to children aged six to twelve years, revealing how various problematic tendencies prevent most digital play spaces from effectively supporting children’s culture, rights, and – ironically – play. Digital Playgrounds lays the groundwork for a critical reconsideration of how existing approaches might be used in the development of new regulation, as well as best practices for the industries involved in making children’s digital play spaces. In so doing, it argues that children’s online play spaces be reimagined as a crucial new form of public sphere in which children’s rights and digital citizenship must be prioritized.
Author | : Yasmin B. Kafai |
Publisher | : MIT Press |
Total Pages | : 211 |
Release | : 2013-10-11 |
Genre | : Computers |
ISBN | : 0262019930 |
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Author | : Anton Nijholt |
Publisher | : Springer |
Total Pages | : 256 |
Release | : 2016-10-14 |
Genre | : Technology & Engineering |
ISBN | : 9811019622 |
This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.
Author | : Huxley Rivers |
Publisher | : Publifye AS |
Total Pages | : 218 |
Release | : 2024-10-05 |
Genre | : Computers |
ISBN | : 8233932280 |
""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.
Author | : Miguel Sicart |
Publisher | : MIT Press |
Total Pages | : 205 |
Release | : 2023-02-14 |
Genre | : Social Science |
ISBN | : 0262373173 |
The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software’s agency through play. As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.
Author | : Line Nybro Petersen |
Publisher | : Routledge |
Total Pages | : 159 |
Release | : 2022-04-10 |
Genre | : Social Science |
ISBN | : 1351001825 |
Addressing fans’ digital practices, this book places fans’ play at the centre of a networked mainstream culture that seems to increasingly cater to, amalgamate with and adapt to fans’ mediatized play. Through case studies of the fan communities of the Hamilton musical, and Norwegian streaming hit SKAM, along with examples from many other online fan communities, the book dives into how fans navigate and create play rules as part of their community-building in a networked digital landscape and how they use the digital affordances of social media to engage in language play. It analyses the role of mediatized fan play in the context of political culture and identifies processes of fanization as fans’ play moods and modes are integrated into politics. Finally, the book discusses the role of fan play in the context of the global conspiracy theory, QAnon, as those instigating the conspiracy and those who are fans of the movement engage in dark play and deep play, respectively. The book suggests that we might understand fan communities as pioneer communities in the sense that there is increased value placed on fans’ mood work and fan play is integrated into other societal domains. This is an engaging book for scholars and students studying media studies and cultural studies, particularly courses on fan studies, film studies, television studies and mediatization.
Author | : Mark Schlichting |
Publisher | : CRC Press |
Total Pages | : 747 |
Release | : 2019-09-23 |
Genre | : Computers |
ISBN | : 0429664834 |
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds
Author | : Nathan Lang-Raad |
Publisher | : International Society for Technology in Education |
Total Pages | : 242 |
Release | : 2022-08-12 |
Genre | : Education |
ISBN | : 1564849368 |
Discover how to plan effective blended instruction with purpose and intention with help from this definitive, practical guide to lesson design. A global pandemic hit our world and education has forever changed. But have your instructional practices changed? Teachers must now leverage technology to provide students with high-quality teaching and learning experiences that transcend a traditional classroom’s walls. This is a historic opportunity to abandon antiquated teaching practices and reimagine instruction in ways that boost learning outcomes and prepare students for living and working in the digital age. This book offers guidance for creating and sustaining rigorous and engaging blended learning solutions. Opening with lessons learned from the pandemic, the book addresses impacts on lesson design and delivery, student engagement, assessment, and teacher training and PD. The following chapters build on and address these experiences, with each chapter featuring strategies and examples of how to implement effective approaches to lesson design for blended and online instruction. This book: • Explores seven different blended learning models, with strategies and suggestions for implementing each one. • Provides detailed guidance for planning a blended learning curriculum, from establishing a digital infrastructure to integrating students into a learning management system (LMS) to mapping a course scope and sequence. • Provides step-by-step design essentials for developing a pacing guide and creating effective blended and virtual lessons. • Features downloadable templates, checklists and guided professional learning tasks in every chapter to help design virtual and blended lessons. • Includes strategies for implementing authentic, student-led assessments. The book is sure to meet the needs of varying practitioners who are eager to learn about designing successful blended learning courses and understanding what makes each course work. Audience: K-12 teachers and instructional designers; faculty in higher education programs
Author | : Victor G. Carrión, M.D. |
Publisher | : American Psychiatric Pub |
Total Pages | : 396 |
Release | : 2019-02-11 |
Genre | : Medical |
ISBN | : 1615372121 |
Applied Mindfulness: Approaches in Mental Health for Children and Adolescents starts from the premise that mental health clinicians must have their own mindfulness practice before teaching the tenets and techniques of mindfulness to others, including young people. To that end, the book offers readers clear instructions on how to first practice mindfulness in their own lives and then extend their personal practice outward to others. Once this knowledge is internalized, the clinician can focus on mindfulness in terms of its application to specific clinical diagnoses, such as anxiety and depression, attention-deficit/hyperactivity disorder, and substance abuse. Because many mental health professionals work in multiple settings, such as in schools, in clinics, and online, the contributors, representing a wide range of creative and authoritative voices, explain how to skillfully tailor mindfulness interventions for effective application across diverse contexts. Drs. Carrion and Rettger, as Director of the Stanford Early Life Stress and Pediatric Anxiety Program (SELSPAP) and Director of SELSPAP's Mindfulness Program, respectively, have been engaged in ongoing community-based work delivering mindfulness and yoga programming to underserved youth and their helpers. This expertise is evident in their eloquent yet down-to-earth editing. The volume offers clinicians everything they need to begin their mindfulness journey, including the following: - Introductory knowledge on how to get started with a meditation practice. Specific mindfulness scripts are provided throughout the book to foster development of the reader's own practice. In addition, there are audio practices and clear written descriptions of practices to offer support for those learning to meditate, internalize mindfulness practices, and then adapt these skills for clinical practice. - A developmental and ecological approach to implementing mindfulness. The book offers insight into integrating mindfulness across many settings, platforms, and applications, and includes chapters on mindfulness online, at home, and in school, as well as chapters on incorporating nature into mindfulness practice and the relationship between mindfulness and creativity. - Material on specific clinical populations, including immigrant youth and incarcerated youth. A special chapter is devoted to trauma-informed yoga, which has been shown to be an effective therapeutic intervention for youth who have been incarcerated. - Comprehensive information on the current state of youth mindfulness research, which prepares readers to discuss these topics knowledgeably with colleagues and patients. Like ripples in water, the benefits of mindfulness spread outward, from clinicians to patients, families, schools, and communities. Applied Mindfulness: Approaches in Mental Health for Children and Adolescents is the first step toward stress reduction, peace, and compassion for a new generation.
Author | : Benjamin Beil |
Publisher | : transcript Verlag |
Total Pages | : 405 |
Release | : 2022-08-31 |
Genre | : Social Science |
ISBN | : 3839462002 |
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.