000 03366nam a22005415i 4500
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
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.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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