Children's Games in the New Media Age

Children's Games in the New Media Age PDF Author: Chris Richards
Publisher: Routledge
ISBN: 1317167554
Category : Social Science
Languages : en
Pages : 333

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Book Description
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

Children's Games in the New Media Age PDF Author: Chris Richards
Publisher: Routledge
ISBN: 1317167554
Category : Social Science
Languages : en
Pages : 333

Get Book Here

Book Description
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

Electronic Visualisation in Arts and Culture PDF Author: Jonathan P. Bowen
Publisher: Springer Science & Business Media
ISBN: 1447154061
Category : Computers
Languages : en
Pages : 293

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Book Description
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.

Children and Media

Children and Media PDF Author: Dafna Lemish
Publisher: John Wiley & Sons
ISBN: 1118786777
Category : Social Science
Languages : en
Pages : 294

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Book Description
Taking a global and interdisciplinary approach, Children and Media explores the role of modern media, including the internet, television, mobile media and video games, in the development of children, adolescents, and childhood. Primer to global issues and core research into children and the media integrating work from around the world Comprehensive integration of work that bridges disciplines, theoretical and research traditions and methods Covers both critical/qualitative and quantitative approaches to the topic

Growing up in a Digital World - Social and Cognitive Implications

Growing up in a Digital World - Social and Cognitive Implications PDF Author: Mikael Heimann
Publisher: Frontiers Media SA
ISBN: 2889717216
Category : Science
Languages : en
Pages : 247

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Book Description


The Children's Folklore Review

The Children's Folklore Review PDF Author:
Publisher:
ISBN:
Category : Folklore and children
Languages : en
Pages : 116

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Book Description


Children, Adolescents, and the Media

Children, Adolescents, and the Media PDF Author: Victor C. Strasburger
Publisher: SAGE Publications, Incorporated
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 566

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Book Description
Taking an approach grounded in the media effects tradition, this book provides a comprehensive, research-oriented treatment of how children and adolescents interact with the media. Chapters review the latest findings as well as seminal studies that have helped frame the issues in such areas as advertising, violence, video games, sexuality, drugs, body image and eating disorders, music, and the Internet. Each chapter is liberally sprinkled with illustrations, examples from the media, policy debates, and real-life instances of media impact.

The Traditional Games of England, Scotland, and Ireland

The Traditional Games of England, Scotland, and Ireland PDF Author: Alice Bertha Gomme
Publisher:
ISBN:
Category : Children's songs
Languages : en
Pages : 472

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Book Description
with tunes, singing rhymes and methods of playing according to the variants extant and recorded in different parts of the Kingdom

Atari Age

Atari Age PDF Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266

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Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Born Digital

Born Digital PDF Author: John Palfrey
Publisher:
ISBN: 0465053920
Category : Social Science
Languages : en
Pages : 354

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Book Description
The first generation of 'Digital Natives' are coming of age. In this book leading Internet and technology experts offer a sociological portrait of these young people, who can seem, even to those merely a generation older, both extraordinarily sophisticated and strangeley narrow.

Television and Child Development

Television and Child Development PDF Author: Judith Page Van Evra
Publisher: Routledge
ISBN:
Category : Performing Arts
Languages : en
Pages : 244

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Book Description
On the social, cognitive and emotional development of children and television