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Semiotics of Toys and Games: The Childhood Artefacts that Introduce Us to the World [Kõva köide]

(University of Technology Sydney, Sydney, Australia),
  • Formaat: Hardback, 236 pages, kõrgus x laius x paksus: 238x164x20 mm, kaal: 500 g, 3 bw illus
  • Sari: Bloomsbury Advances in Semiotics
  • Ilmumisaeg: 14-Nov-2024
  • Kirjastus: Bloomsbury Academic
  • ISBN-10: 1350324892
  • ISBN-13: 9781350324893
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  • Kõva köide
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  • * hind on lõplik, st. muud allahindlused enam ei rakendu
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  • Formaat: Hardback, 236 pages, kõrgus x laius x paksus: 238x164x20 mm, kaal: 500 g, 3 bw illus
  • Sari: Bloomsbury Advances in Semiotics
  • Ilmumisaeg: 14-Nov-2024
  • Kirjastus: Bloomsbury Academic
  • ISBN-10: 1350324892
  • ISBN-13: 9781350324893
Teised raamatud teemal:
"Combining social semiotics with a design-oriented perspective on learning, this book shows how the toys and games produced by powerful global companies contribute to defining and changing the nature of childhood and to how children learn to understand and act in the world. Drawing on extensive research by the authors and their associates over more than two decades, it focuses on toys and games as resources for play, analysing their functionalities as well as their symbolic meaning potentials, and exemplifying how they are used in different contexts"--

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.

Arvustused

An intriguing look into childrens toys and games and the underlying views and ideologies that inform them, their use and their rules. * Arlene Archer, University of Cape Town, South Africa *

Muu info

Combining social semiotics with a design-oriented perspective on learning, this book shows how toys and games transform how children learn to understand and act in the world.

List of Figures
Foreword
1. A Social Semiotic Approach to Toys as Resources for Learning
2. Baby Toys: The Alphabet of Objects
3. Teddy Bears: Affect in the Private and the Public Sphere
4. Small Worlds: The Imaginary Power of Miniatures
5. Barbie: Feminist Icon or Fashion Doll?
6. Building Toys: Elements of Construction and their Meaning
7. War Toys: Masculinity and the Politics of Warfare
8. Digitizing Children's Stories: The Pedagogization of Enchantment
9. The Rules of Games and the Rules of Social Life
10. Conclusion: The Semiosphere of Toys and Games
Appendix: A Guide to the Semiotic Analysis of Objects
References
Index

Theo van Leeuwen is Professor of Language and Communication at the University of Southern Denmark, Denmark.

Staffan Selander is Professor Emeritus in Education/Didactic Science at the Department of Computer and Systems Sciences, Stockholm University, Sweden.