Toys Games and Media

Toys  Games  and Media
Author: Jeffrey Goldstein,David Buckingham,Gilles Brougere
Publsiher: Routledge
Total Pages: 262
Release: 2004-09-10
Genre: History
ISBN: 9781135614553

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This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer. This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development.

Toys and Communication

Toys and Communication
Author: Luísa Magalhães,Jeffrey Goldstein
Publsiher: Springer
Total Pages: 309
Release: 2017-10-14
Genre: Social Science
ISBN: 9781137591364

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There are few scholarly books about toys, and even fewer that consider toys within the context of culture and communication. Toys and Communication is an innovative collection that effectively showcases work by specialists who have sought to examine toys throughout history and in many cultures, including 1930’s Europe, Morocco, India, Spanish art of the 16th-19th centuries. Psychologists stress the importance of the role of toys and play in children’s language development and intellectual skills, and this book demonstrates the recurrent theme of the transmission of cultural norms through the portrayal, presentation and use of toys. The text establishes the role of toy and play park design in eliciting particular forms of play, as well as stressing the child’s use of toys to ‘become’ more adult. It will be beneficial for courses in education, developmental psychology, communications, media studies, and toy design.

Toys and Games Then and Now

Toys and Games Then and Now
Author: Robin Nelson
Publsiher: Lerner Publications
Total Pages: 34
Release: 2003-01-01
Genre: Juvenile Nonfiction
ISBN: 0822546442

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Briefly describes how toys and games have changed through the years, including such topics as how playgrounds differ and how today's toys relate to those of the past.

Dictionary of Toys and Games in American Popular Culture

Dictionary of Toys and Games in American Popular Culture
Author: Frank Hoffmann,Frederick J Augustyn, Jr,Martin J Manning
Publsiher: Routledge
Total Pages: 152
Release: 2013-10-08
Genre: Sports & Recreation
ISBN: 9781135418465

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Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.

Physical Play and Children s Digital Games

Physical Play and Children   s Digital Games
Author: Krystina Madej
Publsiher: Springer
Total Pages: 89
Release: 2016-11-25
Genre: Computers
ISBN: 9783319428758

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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 discussion 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.

Serious Games

Serious Games
Author: Ute Ritterfeld,Michael Cody,Peter Vorderer
Publsiher: Routledge
Total Pages: 553
Release: 2009-09-10
Genre: Education
ISBN: 9781135848910

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The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."

Toys and Games Past and Present

Toys and Games Past and Present
Author: Kerry Dinmont
Publsiher: Bumba Books (R) -- Past and Press
Total Pages: 28
Release: 2018-08
Genre: Juvenile Nonfiction
ISBN: 9781541526914

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How do the toys and games children played with in the past compare to the toys of the present? This carefully leveled text compares and contrasts using colorful photographs, age-appropriate critical thinking questions, and a photo glossary that help build nonfiction-learning skills and vocabulary.

Artificial Intelligence in Theory and Practice III

Artificial Intelligence in Theory and Practice III
Author: Max Bramer
Publsiher: Springer
Total Pages: 252
Release: 2010-08-26
Genre: Computers
ISBN: 9783642152863

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The papers in this volume comprise the refereed proceedings of the conference Arti- cial Intelligence in Theory and Practice (IFIP AI 2010), which formed part of the 21st World Computer Congress of IFIP, the International Federation for Information Pr- essing (WCC-2010), in Brisbane, Australia in September 2010. The conference was organized by the IFIP Technical Committee on Artificial Int- ligence (Technical Committee 12) and its Working Group 12.5 (Artificial Intelligence Applications). All papers were reviewed by at least two members of our Program Committee. - nal decisions were made by the Executive Program Committee, which comprised John Debenham (University of Technology, Sydney, Australia), Ilias Maglogiannis (University of Central Greece, Lamia, Greece), Eunika Mercier-Laurent (KIM, France) and myself. The best papers were selected for the conference, either as long papers (maximum 10 pages) or as short papers (maximum 5 pages) and are included in this volume. The international nature of IFIP is amply reflected in the large number of countries represented here. I should like to thank the Conference Chair, Tharam Dillon, for all his efforts and the members of our Program Committee for reviewing papers under a very tight de- line.