Children S Virtual Play Worlds

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Children's Virtual Play Worlds

Author : Anne Michelle Burke,Anne Burke,Jackie Marsh
Publisher : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 51,5 Mb
Release : 2013
Category : Computers and children
ISBN : 1433118262

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Children's Virtual Play Worlds by Anne Michelle Burke,Anne Burke,Jackie Marsh Pdf

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 Playgrounds

Author : Sara M. Grimes
Publisher : University of Toronto Press
Page : 367 pages
File Size : 44,7 Mb
Release : 2021-07-30
Category : Social Science
ISBN : 9781442668201

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Digital Playgrounds by Sara M. Grimes Pdf

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.

Connected Play

Author : Yasmin B. Kafai,Deborah A. Fields
Publisher : MIT Press
Page : 211 pages
File Size : 44,6 Mb
Release : 2013-10-11
Category : Computers
ISBN : 9780262019934

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Connected Play by Yasmin B. Kafai,Deborah A. Fields Pdf

How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.

Gameworlds

Author : Seth Giddings
Publisher : Bloomsbury Publishing USA
Page : 193 pages
File Size : 49,5 Mb
Release : 2014-08-28
Category : Education
ISBN : 9781623568023

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Gameworlds by Seth Giddings Pdf

Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

Connected Play

Author : Yasmin B. Kafai,Deborah A. Fields
Publisher : MIT Press
Page : 211 pages
File Size : 48,5 Mb
Release : 2013-10-11
Category : Education
ISBN : 9780262317856

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Connected Play by Yasmin B. Kafai,Deborah A. Fields Pdf

How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities. Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well—responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.

Researching Virtual Play Experiences

Author : Chris Bailey
Publisher : Palgrave Macmillan
Page : 0 pages
File Size : 43,8 Mb
Release : 2022-10-13
Category : Education
ISBN : 303078696X

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Researching Virtual Play Experiences by Chris Bailey Pdf

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.

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Author : Klaus Bredl,Wolfgang Bösche
Publisher : IGI Global
Page : 382 pages
File Size : 49,5 Mb
Release : 2013-03-31
Category : Computers
ISBN : 9781466636743

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Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare by Klaus Bredl,Wolfgang Bösche Pdf

"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Designing Virtual Worlds

Author : Richard A. Bartle
Publisher : New Riders
Page : 768 pages
File Size : 41,5 Mb
Release : 2004
Category : Computers
ISBN : 0131018167

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Designing Virtual Worlds by Richard A. Bartle Pdf

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Virtual Literacies

Author : Guy Merchant
Publisher : Routledge
Page : 281 pages
File Size : 41,8 Mb
Release : 2013
Category : Computers
ISBN : 9780415899604

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Virtual Literacies by Guy Merchant Pdf

This book provides an evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments. Mass media accounts of digital culture are invariably predicated on a technologically determinist vision, on the one hand promoting a utopian view of the future while on the other fueling moral panic by emphasizing views of alienation and danger in life online. In this book, children, young people and those who work with them are revealed as active agents with possibilities to navigate new paths.

Researching Virtual Play Experiences

Author : Chris Bailey
Publisher : Springer Nature
Page : 393 pages
File Size : 45,5 Mb
Release : 2021-10-11
Category : Education
ISBN : 9783030786946

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Researching Virtual Play Experiences by Chris Bailey Pdf

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.

Changing Play: Play, Media And Commercial Culture From The 1950s To The Present Day

Author : Marsh, Jackie,Bishop, Julia
Publisher : McGraw-Hill Education (UK)
Page : 202 pages
File Size : 41,6 Mb
Release : 2013-10-01
Category : Education
ISBN : 9780335247578

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Changing Play: Play, Media And Commercial Culture From The 1950s To The Present Day by Marsh, Jackie,Bishop, Julia Pdf

The aim of this book is to offer an informed account of changes in the nature of the relationship between play, media and commercial culture in England through an analysis of play in the 1950s/60s and the present day.

The SAGE Encyclopedia of Out-of-School Learning

Author : Kylie Peppler
Publisher : SAGE Publications
Page : 992 pages
File Size : 52,9 Mb
Release : 2017-04-11
Category : Education
ISBN : 9781483385204

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The SAGE Encyclopedia of Out-of-School Learning by Kylie Peppler Pdf

The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.

Kids Online

Author : Sonia Livingstone,Leslie Haddon
Publisher : Policy Press
Page : 300 pages
File Size : 40,8 Mb
Release : 2009-09-30
Category : Computers
ISBN : 1847424384

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Kids Online by Sonia Livingstone,Leslie Haddon Pdf

As the internet and new online technologies are becoming embedded in everyday life, there are increasing questions about their social implications and consequences. This text addresses these risks in relation to children.

Children's Games in the New Media Age

Author : Chris Richards,Andrew Burn
Publisher : Routledge
Page : 274 pages
File Size : 48,6 Mb
Release : 2016-05-23
Category : History
ISBN : 9781317167556

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Children's Games in the New Media Age by Chris Richards,Andrew Burn Pdf

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.

Learning in Real and Virtual Worlds

Author : P. Lacasa
Publisher : Springer
Page : 477 pages
File Size : 45,5 Mb
Release : 2013-09-18
Category : Education
ISBN : 9781137312051

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Learning in Real and Virtual Worlds by P. Lacasa Pdf

Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.