Toys Games and Media

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.

Toys  Games  and Media

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 Games and Media

TABLE 3.3 Mentions of Toys in the 2002 Questionnaire and Interview Questionnaire (n) Children Interview (n) Children Dexterity/conjuring games 7 1 ...

Toys  Games  and Media

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 Games and Media

Toys  Games and Media


Artificial Intelligence in Theory and Practice III

Toys, games, and media, pp. 1–10. Erlbaum, Mahwah (2004) Grabowski: Generative learning: Past, present, and future. In: Handbook of Research on Educational ...

Artificial Intelligence in Theory and Practice III

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.

Schooling New Media

The Games Black Girls Play: Learning the Ropes from Double-Dutch to HipHop. ... In Toys, Games, and Media, edited by Jeffrey Goldstein, David Buckingham, ...

Schooling New Media

Popular music and digital media are constantly entwined in elementary and middle-school children's talk, interactions, and relationships, and offer powerful cultural resources to children in their everyday struggles over institutionalized language, literacy, and expression in school. In Schooling New Media, author Tyler Bickford considers how digital music technologies are incorporated into children's expressive culture, their friendships, and their negotiations with adults about the place of language, music, and media in school. Schooling New Media is a groundbreaking study of children's music and media consumption practices, examining how transformations in music technologies influence the way children, their peers, and adults relate to one another. Based on long-term ethnographic research with a community of schoolchildren in Vermont, Bickford focuses on portable digital music devices - i.e. MP3 players - to reveal their key role in mediating intimate, face-to-face relationships and structuring children's interactions both with music and with each other. Schooling New Media provides an important ethnographic and theoretical intervention into ethnomusicology, childhood studies, and music education, emphasizing the importance-and yet under-appreciation-of interpersonal interactions and institutions like schools as sites of musical activity. Bickford explores how headphones facilitate these school-centered interactions, as groups of children share their earbuds with friends and listen to music together while participating in the dense overlap of talk, touch, and gesture of their peer groups. He argues that children treat MP3 players more like toys than technology, and that these devices expand the repertoires of childhood communicative practices such as passing notes and whispering-all means of interacting with friends beyond the reach of adults. These connections afforded by digital music listening enable children to directly challenge the language and literacy goals of classroom teachers. Bickford's Schooling New Media is unique in its intensive ethnographic attention to everyday sites of musical consumption and performance, and offers a sophisticated conceptual approach for understanding the problems and possibilities of children's uses of new media in schools.

Shift to the Future

... and author or coauthor of other books: Toys, Games and Media (coedited with Jeffrey Goldstein, David Buckingham, and Gilles Brouger); Computer Games: ...

Shift to the Future

New technologies are dramatically changing the face of education and the nature of childhood itself. In Shift to the Future, Nicola Yelland examines the ways in which these technologies are reshaping the social, personal, and educational experiences of childhood, and explores the curricular revisions such changes demand. With a focus on the various information and communications technologies (ICTs) available to young students and the possibilities these ICTs offer for teaching and learning, Shift to the Future provides inspiring examples of teachers who have innovatively incorporated new technologies into their classrooms to engage their students in contemporary times.

Serious Games

Learning with computer games. In J. Goldstein, D. Buckingham, & G. Brougère (Eds.), Toys, games, and media (pp. 157–176). Mahwah, NJ: Erlbaum.

Serious Games

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Global Children Global Media

... Toys, Games and Media, Mahwah, NJ: Erlbaum. Yeoh, B. Huang, S. and Lam, T. (2005) 'Transnationalizing the “Asian” family: imaginaries, intimacies and ...

Global Children  Global Media

Children today are growing up in a world of global media. Many have also become global citizens, through their experience of migration and transnational networks. This book reviews research and debate in the media, globalization, migration and childhood, with empirical research in which children's voices are featured prominently and directly.

Disability and Popular Culture

Adaptation of Traditional Toys and Games to New Technologies: New Products Generation. In J. Goldstein (ed.), Toys, Games, and Media (pp. 225–40).

Disability and Popular Culture

As a response to real or imagined subordination, popular culture reflects the everyday experience of ordinary people and has the capacity to subvert the hegemonic order. Drawing on central theoretical approaches in the field of critical disability studies, this book examines disability across a number of internationally recognised texts and objects from popular culture, including film, television, magazines and advertising campaigns, children’s toys, music videos, sport and online spaces, to attend to the social and cultural construction of disability. While acknowledging that disability features in popular culture in ways that reinforce stereotypes and stigmatise, Disability and Popular Culture celebrates and complicates the increasing visibility of disability in popular culture, showing how popular culture can focus passion, create community and express defiance in the context of disability and social change. Covering a broad range of concerns that lie at the intersection of disability and cultural studies, including media representation, identity, the beauty myth, aesthetics, ableism, new media and sport, this book will appeal to scholars and students interested in the critical analysis of popular culture, across disciplines such as disability studies, sociology and cultural and media studies.

The Ascent of Humanity

Even worse, today's toys are not passive objects of play that can only come to life ... stimulation provided by today's electronic toys, games, and media.

The Ascent of Humanity

Charles Eisenstein explores the history and potential future of civilization, tracing the converging crises of our age to the illusion of the separate self. In this limited hardcover edition of Eisenstein's landmark book, he argues that our disconnection from one another and the natural world has mislaid the foundations of science, religion, money, technology, economics, medicine, and education as we know them. It has fired our near-pathological pursuit of technological Utopias even as we push ourselves and our planet to the brink of collapse. Fortunately, an Age of Reunion is emerging out of the birth pangs of an earth in crisis. Our journey of separation hasn't been a terrible mistake but an evolutionary process and an adventure in self-discovery. Even in our darkest hour, Eisenstein sees the possibility of a more beautiful world--not through the extension of millennia-old methods of management and control but by fundamentally reimagining ourselves and our systems. We must shift away from our Babelian efforts to build ever-higher towers to heaven and instead turn out attention to creating a new kind of civilization--one designed for beauty rather than height. Breathtaking in its scope and intelligence, The Ascent of Humanity is a landmark book showing what it truly means to be human. "A tour-de-force filled with astounding insight, wit, wisdom and heart." --Christopher Uhl, author of Developing Ecological Consciousness: Paths to a Sustainable Future "Quite marvelous, a hugely important work. This book is truly needed in this time of deepening crisis." --John Zerzan, author of Future Primitive and Elements of Refusal

Media Franchising

The Lego Company began developing a network of franchised production around its toys with video game titles like Lego Island in 1997 and Lego Racers in 1999 ...

Media Franchising

"Johnson astutely reveals that franchises are not Borg-like assimilation machines, but, rather, complicated ecosystems within which creative workers strive to create compelling 'shared worlds.' This finely researched, breakthrough book is a must-read for anyone seeking a sophisticated understanding of the contemporary media industry." —Heather Hendershot, author of What's Fair on the Air?: Cold War Right-Wing Broadcasting and the Public Interest While immediately recognizable throughout the U.S. and many other countries, media mainstays like X-Men, Star Trek, and Transformers achieved such familiarity through constant reincarnation. In each case, the initial success of a single product led to a long-term embrace of media franchising—a dynamic process in which media workers from different industrial positions shared in and reproduced familiar cultureacross television, film, comics, games, and merchandising. In Media Franchising, Derek Johnson examines the corporate culture behind these production practices, as well as the collaborative and creative efforts involved in conceiving, sustaining, and sharing intellectual properties in media work worlds. Challenging connotations of homogeneity, Johnson shows how the cultural and industrial logic of franchising has encouraged media industries to reimagine creativity as an opportunity for exchange among producers, licensees, and evenconsumers. Drawing on case studies and interviews with media producers, he reveals the meaningful identities, cultural hierarchies, and struggles for distinction that accompany collaboration within these production networks. Media Franchising provides a nuanced portrait of the collaborative cultural production embedded in both the media industries and our own daily lives.

Global Entertainment Media A Critical Introduction

Media explicitly transmit and elicit symbolic meanings, values, norms, and beliefs. ... Non‐media commodity spin‐offs (toys, games, video games, clothing, ...

Global Entertainment Media  A Critical Introduction

Balancing provocative criticism with clear explanations ofcomplex ideas, this student-friendly introduction investigates thecrucial role global entertainment media has played in the emergenceof transitional capitalism. Examines the influence of global entertainment media on theemergence of transnational capitalism, providing a framework forexplaining and understanding world culture as part of changingclass relations and media practices Uses action adventure movies to demonstrate the complexrelationship between international media political economy,entertainment content, global culture, and cultural hegemony Draws on examples of public and community media in Venezuelaand Latin America to illustrate the relations between governmentpolicies, media structures, public access to media, and mediacontent Engagingly written with crisp and controversial commentary toboth inform and entertain readers Includes student-friendly features such as fully-integratedcall out boxes with definitions of terms and concepts, and listsand summaries of transnational entertainment media

Nonbook Media

Durability , safety , versatility , and skill level should be considered in evaluating
toys and games . 21 The first two criteria , durability and safety , are of primary
importance , after appropriateness , in selecting any realia which will be handled
or ...

Nonbook Media

Provides information for selecting, maintaining and managing collections of non-book media such as films, audiotapes, prints and art reproductions, holographs, music scores, pamphlets, photographs, and videotapes

Human Aspects of IT for the Aged Population Social Media Games and Assistive Environments

4.4 Suggestions for Design of Acousto-Optic Toys Based on Physical Development of Babies and Young Children For visual sense, although light can easily ...

Human Aspects of IT for the Aged Population  Social Media  Games and Assistive Environments

This two-volume set LNCS 11592 and 11593 constitutes the refereed proceedings of the 5th International Conference on Human Aspects of IT for the Aged Population, ITAP 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 86 papers presented in these two volumes are organized in topical sections named: Design with and for the Elderly, Aging and Technology Acceptance, Aging and the User Experience, Elderly-Specific Web Design, Aging and Social Media, Games and Exergames for the Elderly, Ambient Assisted Living, Aging, Motion, Cognition, Emotion and Learning.

The Routledge International Handbook of Children Adolescents and Media

Older childrenare nowplayingwith mobile phones,theinternet, and online games.So,themediabecomes the toy. The children«s consumerculture is becoming global ...

The Routledge International Handbook of Children  Adolescents and Media

The roles that media play in the lives of children and adolescents, as well as their potential implications for their cognitive, emotional, social and behavioral development, have attracted growing research attention in a variety of disciplines. The Routledge International Handbook of Children, Adolescents and Media analyses a broad range of complementary areas of study, including children as media consumers, children as active participants in media making, and representations of children in the media. The handbook presents a collection that spans a variety of disciplines including developmental psychology, media studies, public health, education, feminist studies and the sociology of childhood. Essays provide a unique intellectual mapping of current knowledge, exploring the relationship of children and media in local, national, and global contexts. Divided into five parts, each with an introduction explaining the themes and topics covered, the handbook features 57 new contributions from 71 leading academics from 38 countries. Chapters consider vital questions by analyzing texts, audience, and institutions, including: the role of policy and parenting in regulating media for children the relationships between children’s’ on-line and off-line social networks children’s strategies of resistance to persuasive messages in advertising media and the construction of gender and ethnic identities The Handbook’s interdisciplinary approach and comprehensive, international scope make it an authoritative, state of the art guide to the nascent field of Children’s Media Studies. It will be indispensable for media scholars and professionals, policy makers, educators, and parents.

Children Adolescents and the Media

It is possible that youth who are eager to buy toys, games, clothes, and snacks actually seek out television more often to find out about new products, ...

Children  Adolescents  and the Media

Up-to-date and case-study laden analysis of how children and adolescents interact with the media.

Violence on the Russian American Media Screen and Youth Audience

Most Western research concerning violence in the media suggests that there is a connection ... Internet web sites, and arcade games; -violent toys, games, ...

Violence on the Russian   American Media Screen and Youth Audience

The comparison of the Russian and American experience regarding media violence, standards for rating Russian media programs, and a course of study on media violence for students will have a significant impact upon Russian society, will raise Russian societal and governmental attention to the infringement of the Rights of the Child on the Russian screen, will help to mobilize Russian society against unnecessary violence in the media, will raise the level of responsibility expected of those who disseminate violence on the television, cinema, video, PC-games, etc., and will decrease the atmosphere of Russian social indifference to this problem. This publication was prepared (in part) under a grant funded by the United States Information Agency and administered by the Kennan Institute for Advanced Russian Studies of the Woodrow Wilson International Center for Scholars, Washington D.C. The statements and views expressed herein are those of the author and are not necessarily those of the Wilson Center. The final phase of research for this book was supported in part under a grant funded by the United States Information Agency and administered by the Kennan Institute for Advanced Russian Studies of the Woodrow Wilson International Center for Scholars, Washington D.C. The statements and views expressed herein are those of the author and are not necessarily those of the Wilson Center. The initial phase of research for this book was supported by Open Society Institute (1998, grant No. ???809), ECHO Program (Central European University, Budapest, Senior Visiting Grant, 1998, October), Russian Science Foundation for Humanities (RGNF, 1999-2000, grant N 99-06-00008a, and partly published in "Russian Foundation for Humanity Journal." 2001. N 1, pp.131-145). Another short publications: "Media I Skole og Samfunn"/Norway, 2001. N21, p.41, 2000. N 1, pp.16-23. 1999. N 5, pp.37-39; "News from The UNESCO International Clearinghouse on children and Violence on the Screen." 2000. N 2, p.5; "The International Research Forum on Children and Media"/Australia. 2000. N 9, p.5.

Deconstructing LEGO

Toys: Transmedia. Play. in. LEGO. Star. Wars. What makes toys magical—to me at least—is that their inanimate forms can conjure a profound sense of ...

Deconstructing LEGO

This book investigates a paradox of creative yet scripted play—how LEGO invites players to build ‘freely’ with and within its highly structured, ideologically-laden toy system. First, this book considers theories and methods for deconstructing LEGO as a medium of bricolage, the creative reassembly of already-significant elements. Then, it pieces together readings of numerous LEGO sets, advertisements, videogames, films, and other media that show how LEGO constructs five ideologies of play: construction play, dramatic play, digital play, transmedia play, and attachment play. From suburban traffic patterns to architectural croissants, from feminized mini-doll bodies to toys-to-life stories, from virtual construction to playful fan creations, this book explores how the LEGO medium conveys ideological messages—not by transmitting clear statements but by providing implicit instructions for how to reassemble meanings it had all along.