Researching Virtual Play Experiences

Researching Virtual Play Experiences
Author: Chris Bailey
Publisher: Springer Nature
Total Pages: 393
Release: 2021-10-11
Genre: Education
ISBN: 3030786943

This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fieldsite and the methodology, demonstrating how children’s creation of a digital community through Minecraft was shaped by the both the game and their wider social and cultural experiences. Through the exploration of various dimensions of the club, including visual and soundscape data, the author demonstrates the ‘emergent dimension of play’. It will be of interest and value to researchers of children’s play, as well as those who explore visual methods and design multimodal research outputs.

Digital Playgrounds

Digital Playgrounds
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.

Digital Playgrounds

Digital Playgrounds
Author: Sara M. Grimes
Publisher: University of Toronto Press
Total Pages: 367
Release: 2021
Genre: Computers
ISBN: 1442615567

Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.

Children's Virtual Play Worlds

Children's Virtual Play Worlds
Author: Anne Michelle Burke
Publisher: New Literacies and Digital Epistemologies
Total Pages: 0
Release: 2013
Genre: Computers and children
ISBN: 9781433118265

Children's Virtual Play Worlds: Culture, Learning, and Participation provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly perspectives, exploring key concerns and issues which have come to the forefront.

Digital Play

Digital Play
Author: Stephen Kline
Publisher: McGill-Queen's Press - MQUP
Total Pages: 378
Release: 2003-05-26
Genre: Technology & Engineering
ISBN: 077357106X

In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.

Digital Play and Technologies in the Early Years

Digital Play and Technologies in the Early Years
Author: Christine Stephen
Publisher: Routledge
Total Pages: 149
Release: 2020-04-24
Genre: Education
ISBN: 042981500X

Technologies are a pervasive feature of contemporary life for adults and children. However, young children’s experiences with digital technologies are often the subject of polarised debate among parents, educators, policymakers and social commentators, particularly since the advent of tablets and smartphones changed access to the Internet and the nature of interactions with digital resources. Some are opposed to children’s engagement with digital resources, concerned that the activities they afford are not developmentally appropriate, limit physical activity and restrict the development of social skills. Others welcome digital technologies which they see as offering new and enhanced ways of learning and sharing knowledge. Despite this level of popular and policy interest in young children’s interactions with digital technologies our understanding of the influence of these technologies on playing and learning, and on the role of educators, has remained surprisingly limited. The contributions to this book fill in the gaps of our existing understanding of the field. They focus on children and families from Australia to England to Estonia, the how and why of encounters with digital technologies, the nature of digital play and questions about practice and practitioners. The book raises critical questions and offers new understandings and theoretical insights around one of the ‘hot topics’ in early years research. This book was originally published as a special issue of the Early Years journal.

Play from Birth to Twelve

Play from Birth to Twelve
Author: Doris Pronin Fromberg
Publisher: Routledge
Total Pages: 482
Release: 2012-11-12
Genre: Education
ISBN: 1136080023

In light of recent standards-based and testing movements, the issue of play in childhood has taken on increased meaning for educational professionals and social scientists. This second edition of Play From Birth to Twelve offers comprehensive coverage of what we now know about play, its guiding principles, its dynamics and importance in early learning. These up-to-date essays, written by some of the most distinguished experts in the field, help students explore: all aspects of play, including new approaches not yet covered in the literature how teachers in various classroom situations set up and guide play to facilitate learning how play is affected by societal violence, media reportage, technological innovations and other contemporary issues which areas of play have been studied adequately and which require further research.

Play from Birth to Twelve and Beyond

Play from Birth to Twelve and Beyond
Author: Doris Pronin Fromberg
Publisher: Psychology Press
Total Pages: 608
Release: 1998
Genre: Education
ISBN: 9780815317456

This Encyclopedia presents 62 essays by 78 distinguished experts who draw on their expertise in pedagogy, anthropology, ethology, history, philosophy, and psychology to examine play and its variety, complexity, and usefulness. Here you'll find out why play is vital in developing mathematical thinking and promoting social skills, how properly constructed play enhances classroom instruction, which games foster which skills, how playing stimulates creativity, and much more.

Game Zone

Game Zone
Author: Alberto Iacovoni
Publisher: Springer Science & Business Media
Total Pages: 100
Release: 2004
Genre: Architecture
ISBN: 9783764301514

The architectural awareness and experience of space, and the creative use can profit greatly from certain aspects of "games" and the related technology. Here the author investigates a fascinating contribution of avant-garde art to the construction of space in the field of electronic games and arcades, beginning with New Babylon, moving through the radical suggestions of the 1960s and 1970s to the commercial and experimental examples of contemporary amusement arcades. Also considered are the virtual worlds of video games which are growing increasingly complex. The book reveals in a critical yet impressive way how important the element of "play" has become in today's digital architectonic designs. The Italian architect Alberto Iacovoni is one of the founding members of the Studio maO which specializes on architecture and media. He is also a member of the office for urban planning, Stalker.