000 | 03366nam a22005415i 4500 | ||
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001 | 978-3-319-42875-8 | ||
003 | DE-He213 | ||
005 | 20200421112226.0 | ||
007 | cr nn 008mamaa | ||
008 | 161128s2016 gw | s |||| 0|eng d | ||
020 |
_a9783319428758 _9978-3-319-42875-8 |
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024 | 7 |
_a10.1007/978-3-319-42875-8 _2doi |
|
050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
072 | 7 |
_aUYZG _2bicssc |
|
072 | 7 |
_aCOM070000 _2bisacsh |
|
082 | 0 | 4 |
_a005.437 _223 |
082 | 0 | 4 |
_a4.019 _223 |
100 | 1 |
_aMadej, Krystina. _eauthor. |
|
245 | 1 | 0 |
_aPhysical Play and Children's Digital Games _h[electronic resource] / _cby Krystina Madej. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2016. |
|
300 |
_aXII, 89 p. 48 illus., 40 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aSpringerBriefs in Computer Science, _x2191-5768 |
|
505 | 0 | _aIntroduction -- Play -- Child Development -- Toys and Games -- Engaging Young Children in Physical Play. | |
520 | _aPlay 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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aMultimedia systems. | |
650 | 0 | _aWell-being. | |
650 | 0 | _aChildren. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aMedia Design. |
650 | 2 | 4 | _aEarly Childhood Education. |
650 | 2 | 4 | _aChild Well-being. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783319428741 |
830 | 0 |
_aSpringerBriefs in Computer Science, _x2191-5768 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-319-42875-8 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c57709 _d57709 |