Children S Games In The New Media Age
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Children s Games in the New Media Age
Author | : Chris Richards,Andrew Burn |
Publsiher | : Routledge |
Total Pages | : 274 |
Release | : 2016-05-23 |
Genre | : History |
ISBN | : 9781317167556 |
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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.
Children s Games in the New Media Age
Author | : Chris Richards,Andrew Burn |
Publsiher | : Routledge |
Total Pages | : 238 |
Release | : 2016-05-23 |
Genre | : History |
ISBN | : 9781317167563 |
Download Children s Games in the New Media Age Book in PDF, Epub and Kindle
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.
Electronic Visualisation in Arts and Culture
Author | : Jonathan P. Bowen,Suzanne Keene,Kia Ng |
Publsiher | : Springer Science & Business Media |
Total Pages | : 291 |
Release | : 2013-09-07 |
Genre | : Computers |
ISBN | : 9781447154068 |
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Presenting the latest technological developments in arts and culture, this volume demonstrates the advantages of a union between art and science. Electronic Visualisation in Arts and Culture is presented in five parts: Imaging and Culture New Art Practice Seeing Motion Interaction and Interfaces Visualising Heritage Electronic Visualisation in Arts and Culture explores a variety of new theory and technologies, including devices and techniques for motion capture for music and performance, advanced photographic techniques, computer generated images derived from different sources, game engine software, airflow to capture the motions of bird flight and low-altitude imagery from airborne devices. The international authors of this book are practising experts from universities, art practices and organisations, research centres and independent research. They describe electronic visualisation used for such diverse aspects of culture as airborne imagery, computer generated art based on the autoimmune system, motion capture for music and for sign language, the visualisation of time and the long term preservation of these materials. Selected from the EVA London conferences from 2009-2012, held in association with the Computer Arts Society of the British Computer Society, the authors have reviewed, extended and fully updated their work for this state-of-the-art volume.
Young Children Playing and Learning in a Digital Age
Author | : Christine Stephen,Susan Edwards |
Publsiher | : Routledge |
Total Pages | : 160 |
Release | : 2017-11-27 |
Genre | : Education |
ISBN | : 9781317224976 |
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Young Children Playing and Learning in a Digital Age explores the emergence of the digital age and young children’s experiences with digital technologies at home and in educational environments. Drawing on theory and research-based evidence, this book makes an important contribution to understanding the contemporary experiences of young children in the digital age. It argues that a cultural and critically informed perspective allows educators, policy-makers and parents to make sense of children’s digital experiences as they play and learn, enabling informed decision-making about future early years curriculum and practices at home and in early learning and care settings. An essential read for researchers, students, policy-makers and professionals working with children today, this book draws attention to the evolution of digital developments and the relationship between contemporary technologies, play and learning in the early years.
The Children s Folklore Review
Author | : Anonim |
Publsiher | : Unknown |
Total Pages | : 116 |
Release | : 2017 |
Genre | : Folklore and children |
ISBN | : IND:30000060890849 |
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Imagination and Play in the Electronic Age
Author | : Dorothy G Singer,Jerome L Singer |
Publsiher | : Harvard University Press |
Total Pages | : 223 |
Release | : 2009-06-30 |
Genre | : Psychology |
ISBN | : 9780674043695 |
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Television, video games, and computers are easily accessible to twenty-first-century children, but what impact do they have on creativity and imagination? In this book, two wise and long-admired observers of children's make-believe look at the cognitive and moral potential--and concern--created by electronic media.
Gender Age and Digital Games in the Domestic Context
Author | : Alison Harvey |
Publsiher | : Routledge |
Total Pages | : 166 |
Release | : 2015-03-27 |
Genre | : Social Science |
ISBN | : 9781317632986 |
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Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.
Children s Software New Media Revue
Author | : Anonim |
Publsiher | : Unknown |
Total Pages | : 290 |
Release | : 2001 |
Genre | : Children's software |
ISBN | : IND:30000008596946 |
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