The Semiotics Of Toys And Games
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Author | : Theo van Leeuwen |
Publisher | : Bloomsbury Publishing |
Total Pages | : 233 |
Release | : 2024-10-17 |
Genre | : Language Arts & Disciplines |
ISBN | : 1350324906 |
Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Author | : Theo van Leeuwen |
Publisher | : Bloomsbury Publishing |
Total Pages | : 369 |
Release | : 2024-10-17 |
Genre | : Language Arts & Disciplines |
ISBN | : 1350324914 |
Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Author | : Luísa Magalhães |
Publisher | : Springer |
Total Pages | : 314 |
Release | : 2017-10-14 |
Genre | : Social Science |
ISBN | : 1137591366 |
There are few scholarly books about toys, and even fewer that consider toys within the context of culture and communication. Toys and Communication is an innovative collection that effectively showcases work by specialists who have sought to examine toys throughout history and in many cultures, including 1930’s Europe, Morocco, India, Spanish art of the 16th-19th centuries. Psychologists stress the importance of the role of toys and play in children’s language development and intellectual skills, and this book demonstrates the recurrent theme of the transmission of cultural norms through the portrayal, presentation and use of toys. The text establishes the role of toy and play park design in eliciting particular forms of play, as well as stressing the child’s use of toys to ‘become’ more adult. It will be beneficial for courses in education, developmental psychology, communications, media studies, and toy design.
Author | : David Myers |
Publisher | : Manchester University Press |
Total Pages | : 180 |
Release | : 2017-08-15 |
Genre | : Games & Activities |
ISBN | : 1526121662 |
How do we reconcile a videogame industry's insistence that games positively affect human beliefs and behaviors with the equally prevalent assumption that games are “just games”? How do we reconcile accusations that games make us violent and antisocial and unproductive with the realization that games are a universal source of human joy? In Game are not, David Myers demonstrates that these controversies and conflicts surrounding the meanings and effects of games are not going away; they are essential properties of the game's paradoxical aesthetic form. Games are not focuses on games writ large, bound by neither digital form nor by cultural interpretation. Interdisciplinary in scope and radical in conclusion, Games are not positions games as unique objects evoking a peculiar and paradoxical liminal state – a lusory attitude – that is essential to human creativity, knowledge, and sustenance of the species.
Author | : Francesca Berti |
Publisher | : LIT Verlag |
Total Pages | : 202 |
Release | : 2023-07-10 |
Genre | : Education |
ISBN | : 3643962312 |
The similarities between traditional games in different regions of the world, from past to present, arouse both awe and curiosity. The playful - yet educational - discovery of these practices offers the opportunity to observe the experience of play as a space for similarities between cultures. When research on play conducted with children is enriched by the recollections of play from parents and grandparents, especially in the context of a multicultural classroom, a choral narrative emerges, laying down the basis for intercultural education. Children discover the 'shared space of play', where they can meet and relish, together with teachers, the richness of cultural diversity, and also learn more about prejudice and Othering processes.
Author | : Evripides Zantides |
Publisher | : Cambridge Scholars Publishing |
Total Pages | : 293 |
Release | : 2018-04-18 |
Genre | : Design |
ISBN | : 1527509761 |
The chapters in this book consist of selected papers that were presented at the 2nd International Conference and Poster Exhibition on Semiotics and Visual Communication at the Cyprus University of Technology in October 2015. They investigate the theme of the Conference, Culture of Seduction [the seduction of culture] and look at Seduction as in “deception”, not sexual enticement, but as a mechanism of attraction and appeal which has often been the case in many communication strategies and approaches used by mass and popular culture. Seduction has historic and increasing agency in visual communication—the urgency to entice viewers is ever more powerful in difficult economic times, in an increasingly hyper-real world – and designers are led to become exceedingly complicit in its strategies. The contributions here cover a range of approaches from theoretical aspects of seduction in verbal and nonverbal communication, public spaces, design and meaning, seductive strategies, and advertising design, as well as fashion representations and packaging design.
Author | : Michael Fuchs |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 247 |
Release | : 2019-02-21 |
Genre | : Social Science |
ISBN | : 1501330500 |
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
Author | : Maaike Lauwaert |
Publisher | : Amsterdam University Press |
Total Pages | : 160 |
Release | : 2009 |
Genre | : Social Science |
ISBN | : 9089640800 |
A fascinating, eclectic analysis of the changing geographies of play in contemporary society.
Author | : Tony Jappy |
Publisher | : Bloomsbury Publishing |
Total Pages | : 241 |
Release | : 2013-01-17 |
Genre | : Language Arts & Disciplines |
ISBN | : 1441132899 |
Contemporary culture is as much visual as literary. This book explores an approach to the communicative power of the pictorial and multimodal documents that make up this visual culture, using Peircean semiotics. It develops the enormous theoretical potential of Peirce's theory of signs of signs (semiotics) and the persuasive strategies in which they are employed (visual rhetoric) in a variety of documents. Unlike presentations of semiotics that take the written word as the reference value, this book examines this particular rhetoric using pictorial signs as its prime examples. The visual is not treated as the 'poor relation' to the (written) word. It is therefore possible to isolate more clearly the specific constituent properties of word and image, taking these as the basic material of a wide range of cultural artefacts. It looks at comic strips, conventional photographs, photographic allegory, pictorial metaphor, advertising campaigns and the huge semiotic range exhibited by the category of the 'poster'. This is essential reading for all students of semiotics, introductory and advanced.
Author | : Jean-Pierre Rossie |
Publisher | : |
Total Pages | : 264 |
Release | : 2005 |
Genre | : CD-ROMs |
ISBN | : |
Accompanying CD-ROM contains ... "the 144 original color photos and other illustrations ... [and] the volumes of the collection Saharan and North African toy and play cultures : Children's dolls and doll play ; The animal world in play, games and toys ; [and] Commented bibliography on play, games and toys [and the same 3 titles in French]"--Page 4 of cover.