Author: Sara M. Grimes
Publisher: University of Toronto Press
ISBN: 1442615567
Category : Computers
Languages : en
Pages : 367
Book Description
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.
Digital Playgrounds
Author: Sara M. Grimes
Publisher: University of Toronto Press
ISBN: 1442615567
Category : Computers
Languages : en
Pages : 367
Book Description
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.
Publisher: University of Toronto Press
ISBN: 1442615567
Category : Computers
Languages : en
Pages : 367
Book Description
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.
Digital Playgrounds
Author: Sara M. Grimes
Publisher: University of Toronto Press
ISBN: 1442668202
Category : Social Science
Languages : en
Pages : 367
Book Description
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.
Publisher: University of Toronto Press
ISBN: 1442668202
Category : Social Science
Languages : en
Pages : 367
Book Description
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.
Entertainment Computing - ICEC 2012
Author: Marc Herrlich
Publisher: Springer
ISBN: 364233542X
Category : Computers
Languages : en
Pages : 629
Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.
Publisher: Springer
ISBN: 364233542X
Category : Computers
Languages : en
Pages : 629
Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.
Connected Play
Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 0262019930
Category : Computers
Languages : en
Pages : 211
Book Description
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Publisher: MIT Press
ISBN: 0262019930
Category : Computers
Languages : en
Pages : 211
Book Description
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Toy Theory
Author: Seth Giddings
Publisher: MIT Press
ISBN: 0262379007
Category : Social Science
Languages : en
Pages : 287
Book Description
A novel interpretation of the history and theory of technology from the perspective of toys, play, and play objects. Toy Theory addresses the relationships between toys and technology in two distinct but overlapping ways: first, as underexamined cultural artifacts and behaviors with significant technical attributes and, second, as playful and toylike dimensions of technology at large. Seth Giddings sets out a “toy theory” of technology that emphasizes the speculative, experimental, and noninstrumental in technological paradigms and argues that children’s playthings, rather than being the most ephemeral and inconsequential of technical devices, instead offer analytical and anthropological resources for understanding the materiality and imaginaries of technology over time. After defining toy theory in general and conceptual terms, Giddings examines different types of toys to explore shifting relationships between the microcosmic symbolic or mimetic content, material and technical constitution, and modes of play of toys and toy-related artifacts, on the one hand, and prevailing, macrocosmic, technological paradigms and imaginaries, on the other. Taking a broad historical and genealogical view, Giddings traces contemporary postdigital toy and play culture to precedents from the neolithic through to the Enlightenment to consumer culture from the early nineteenth century to the present day.
Publisher: MIT Press
ISBN: 0262379007
Category : Social Science
Languages : en
Pages : 287
Book Description
A novel interpretation of the history and theory of technology from the perspective of toys, play, and play objects. Toy Theory addresses the relationships between toys and technology in two distinct but overlapping ways: first, as underexamined cultural artifacts and behaviors with significant technical attributes and, second, as playful and toylike dimensions of technology at large. Seth Giddings sets out a “toy theory” of technology that emphasizes the speculative, experimental, and noninstrumental in technological paradigms and argues that children’s playthings, rather than being the most ephemeral and inconsequential of technical devices, instead offer analytical and anthropological resources for understanding the materiality and imaginaries of technology over time. After defining toy theory in general and conceptual terms, Giddings examines different types of toys to explore shifting relationships between the microcosmic symbolic or mimetic content, material and technical constitution, and modes of play of toys and toy-related artifacts, on the one hand, and prevailing, macrocosmic, technological paradigms and imaginaries, on the other. Taking a broad historical and genealogical view, Giddings traces contemporary postdigital toy and play culture to precedents from the neolithic through to the Enlightenment to consumer culture from the early nineteenth century to the present day.
Understanding Kids, Play, and Interactive Design
Author: Mark Schlichting
Publisher: CRC Press
ISBN: 0429667558
Category : Computers
Languages : en
Pages : 411
Book Description
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
Publisher: CRC Press
ISBN: 0429667558
Category : Computers
Languages : en
Pages : 411
Book Description
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
Playable Cities
Author: Anton Nijholt
Publisher: Springer
ISBN: 9811019622
Category : Technology & Engineering
Languages : en
Pages : 256
Book Description
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.
Publisher: Springer
ISBN: 9811019622
Category : Technology & Engineering
Languages : en
Pages : 256
Book Description
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.
From Microverse to Metaverse
Author: Leighton Evans
Publisher: Emerald Group Publishing
ISBN: 180455023X
Category : Social Science
Languages : en
Pages : 116
Book Description
From Microverse to Metaverse: Modelling the Future through Today's Virtual Worlds analyzes the political economy of emerging tech with the mechanisms of identity and behavioral constraints involved to map what a metaverse might be like, whether it can happen, and just why some companies seem so determined to make it happen.
Publisher: Emerald Group Publishing
ISBN: 180455023X
Category : Social Science
Languages : en
Pages : 116
Book Description
From Microverse to Metaverse: Modelling the Future through Today's Virtual Worlds analyzes the political economy of emerging tech with the mechanisms of identity and behavioral constraints involved to map what a metaverse might be like, whether it can happen, and just why some companies seem so determined to make it happen.
Second International Handbook of Science Education
Author: Barry J. Fraser
Publisher: Springer Science & Business Media
ISBN: 1402090412
Category : Science
Languages : en
Pages : 1516
Book Description
The International Handbook of Science Education is a two volume edition pertaining to the most significant issues in science education. It is a follow-up to the first Handbook, published in 1998, which is seen as the most authoritative resource ever produced in science education. The chapters in this edition are reviews of research in science education and retain the strong international flavor of the project. It covers the diverse theories and methods that have been a foundation for science education and continue to characterize this field. Each section contains a lead chapter that provides an overview and synthesis of the field and related chapters that provide a narrower focus on research and current thinking on the key issues in that field. Leading researchers from around the world have participated as authors and consultants to produce a resource that is comprehensive, detailed and up to date. The chapters provide the most recent and advanced thinking in science education making the Handbook again the most authoritative resource in science education.
Publisher: Springer Science & Business Media
ISBN: 1402090412
Category : Science
Languages : en
Pages : 1516
Book Description
The International Handbook of Science Education is a two volume edition pertaining to the most significant issues in science education. It is a follow-up to the first Handbook, published in 1998, which is seen as the most authoritative resource ever produced in science education. The chapters in this edition are reviews of research in science education and retain the strong international flavor of the project. It covers the diverse theories and methods that have been a foundation for science education and continue to characterize this field. Each section contains a lead chapter that provides an overview and synthesis of the field and related chapters that provide a narrower focus on research and current thinking on the key issues in that field. Leading researchers from around the world have participated as authors and consultants to produce a resource that is comprehensive, detailed and up to date. The chapters provide the most recent and advanced thinking in science education making the Handbook again the most authoritative resource in science education.
Two Bit Circus and the Future of Entertainment
Author: Elise Lemle
Publisher: Springer
ISBN: 3319257935
Category : Computers
Languages : en
Pages : 63
Book Description
This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.
Publisher: Springer
ISBN: 3319257935
Category : Computers
Languages : en
Pages : 63
Book Description
This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.