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Physical Play and Childrens Digital Games 1st ed. 2016 [Paperback / softback]

  • Format: Paperback / softback, 89 pages, height x width: 235x155 mm, weight: 1708 g, 40 Illustrations, color; 8 Illustrations, black and white; XII, 89 p. 48 illus., 40 illus. in color., 1 Paperback / softback
  • Series: SpringerBriefs in Computer Science
  • Pub. Date: 21-Dec-2016
  • Publisher: Springer International Publishing AG
  • ISBN-10: 3319428748
  • ISBN-13: 9783319428741
  • Paperback / softback
  • Price: 53,33 €*
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  • Regular price: 62,74 €
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  • Format: Paperback / softback, 89 pages, height x width: 235x155 mm, weight: 1708 g, 40 Illustrations, color; 8 Illustrations, black and white; XII, 89 p. 48 illus., 40 illus. in color., 1 Paperback / softback
  • Series: SpringerBriefs in Computer Science
  • Pub. Date: 21-Dec-2016
  • Publisher: Springer International Publishing AG
  • ISBN-10: 3319428748
  • ISBN-13: 9783319428741
Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play"s role in our society. In particular, Vygotsky"s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children"s development, in particular, physical, or somatic play.  The emphasis on games intended for children necessitates a disc

ussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts. 

Introduction.- Play.- Child Development.- Toys and Games.- Engaging Young Children in Physical Play.
1 Introduction
1(6)
Chapter Overview
2(5)
2 Play
7(8)
The Primacy of Play
7(2)
Klein and Winnicott
7(2)
Defining Play and Games
9(6)
Huizinga and Man the Player
9(3)
Caillois and Man as Gamer
12(3)
3 Child Development
15(18)
How Children Learn
15(1)
Schema
16(1)
Before Behavioral and Cognitive Psychology
17(2)
Piaget: Stages of Development
19(1)
Bruner: Experience in Context
20(1)
Vygotsky: Process and Play
21(4)
Process
22(2)
Play
24(1)
Egan: Our Imaginative Engagement with the World
25(2)
How Children Learn: Developmental Neurobiology
27(6)
What Do We Know?
28(3)
Movement and Sound
31(2)
4 Toys and Games
33(20)
Ancient Egypt
34(1)
Ancient Greece
35(2)
Ancient Rome
37(1)
Medieval Times
37(3)
The Renaissance
40(4)
Enlightened Learning
44(2)
The Nineteenth Century
46(7)
5 Engaging Young Children in Physical Play
53(22)
An Example Genre: The Nursery Rhyme Experience
54(1)
Oral Traditions
54(2)
Print Traditions
56(4)
Text and Image
56(1)
Encouraging Action
57(2)
Interactivity
59(1)
Digital Media
60(11)
Early Interactive Artifacts
60(5)
Changing Opportunities
65(2)
Nursery Rhymes
67(1)
Mobile Technologies
68(3)
An Indicative Review
71(1)
Media Futures: Experiments in Engagement
72(3)
Addendum: Nursery Rhymes, Children's Books, and Children's Games 75(2)
Photo Credits 77(4)
Bibliography 81(4)
Index 85