Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262325969
Category : Games & Activities
Languages : en
Pages : 171
Book Description
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Play Matters
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262325969
Category : Games & Activities
Languages : en
Pages : 171
Book Description
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Publisher: MIT Press
ISBN: 0262325969
Category : Games & Activities
Languages : en
Pages : 171
Book Description
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Michael Rosen's Book of Play
Author: Michael Rosen
Publisher: Profile Books
ISBN: 1782835180
Category : Psychology
Languages : en
Pages : 256
Book Description
Today, we don't get nearly enough play in our lives. At school, kids are drilled on exams, while at home we're all glued to our phones and screens. Former children's laureate and bestselling author, Michael Rosen, is here to show us how to put this right - and why it matters so much for creativity, resilience and much more. Packed with silliness, activities and prompts for creative indoor and outdoor play for all ages - with specially illustrated pages for everything from doodling to word play and after-dinner games.
Publisher: Profile Books
ISBN: 1782835180
Category : Psychology
Languages : en
Pages : 256
Book Description
Today, we don't get nearly enough play in our lives. At school, kids are drilled on exams, while at home we're all glued to our phones and screens. Former children's laureate and bestselling author, Michael Rosen, is here to show us how to put this right - and why it matters so much for creativity, resilience and much more. Packed with silliness, activities and prompts for creative indoor and outdoor play for all ages - with specially illustrated pages for everything from doodling to word play and after-dinner games.
Play Matters
Author: Kathy Walker
Publisher: Australian Council for Educational
ISBN: 9781742860060
Category : Education
Languages : en
Pages : 140
Book Description
Demonstrates the key principles of the Walker Learning Approach that she has developed over 15 years of observation, participation and presentation in schools and child care centres across Australia.
Publisher: Australian Council for Educational
ISBN: 9781742860060
Category : Education
Languages : en
Pages : 140
Book Description
Demonstrates the key principles of the Walker Learning Approach that she has developed over 15 years of observation, participation and presentation in schools and child care centres across Australia.
Early Childhood Play Matters
Author: Kathy Walker
Publisher: ACER Press
ISBN: 1742864414
Category : Education
Languages : en
Pages : 365
Book Description
Early Childhood Play Matters provides guidance and many practical ideas on implementing the Walker Learning Approach within early childhood learning practices.
Publisher: ACER Press
ISBN: 1742864414
Category : Education
Languages : en
Pages : 365
Book Description
Early Childhood Play Matters provides guidance and many practical ideas on implementing the Walker Learning Approach within early childhood learning practices.
Play Matters
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262534517
Category : Games & Activities
Languages : en
Pages : 171
Book Description
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Publisher: MIT Press
ISBN: 0262534517
Category : Games & Activities
Languages : en
Pages : 171
Book Description
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Play Matters
Author: Kathy Walker
Publisher: Acer Press
ISBN:
Category : Education
Languages : en
Pages : 100
Book Description
Provides information, examples and practical strategies for classroom teachers wishing to explore and implement a Developmental Curriculum (play and project based) into the learning environment. For use with students Prep to Grade 2.
Publisher: Acer Press
ISBN:
Category : Education
Languages : en
Pages : 100
Book Description
Provides information, examples and practical strategies for classroom teachers wishing to explore and implement a Developmental Curriculum (play and project based) into the learning environment. For use with students Prep to Grade 2.
Why Baseball Matters
Author: Susan Jacoby
Publisher: Yale University Press
ISBN: 0300235402
Category : Sports & Recreation
Languages : en
Pages : 219
Book Description
Baseball, first dubbed the “national pastime” in print in 1856, is the country’s most tradition-bound sport. Despite remaining popular and profitable into the twenty-first century, the game is losing young fans, among African Americans and women as well as white men. Furthermore, baseball’s greatest charm—a clockless suspension of time—is also its greatest liability in a culture of digital distraction. These paradoxes are explored by the historian and passionate baseball fan Susan Jacoby in a book that is both a love letter to the game and a tough-minded analysis of the current challenges to its special position—in reality and myth—in American culture. The concise but wide-ranging analysis moves from the Civil War—when many soldiers played ball in northern and southern prisoner-of-war camps—to interviews with top baseball officials and young men who prefer playing online “fantasy baseball” to attending real games. Revisiting her youthful days of watching televised baseball in her grandfather’s bar, the author links her love of the game with the informal education she received in everything from baseball’s history of racial segregation to pitch location. Jacoby argues forcefully that the major challenge to baseball today is a shortened attention span at odds with a long game in which great hitters fail two out of three times. Without sanitizing this basic problem, Why Baseball Matters remind us that the game has retained its grip on our hearts precisely because it has repeatedly demonstrated the ability to reinvent itself in times of immense social change.
Publisher: Yale University Press
ISBN: 0300235402
Category : Sports & Recreation
Languages : en
Pages : 219
Book Description
Baseball, first dubbed the “national pastime” in print in 1856, is the country’s most tradition-bound sport. Despite remaining popular and profitable into the twenty-first century, the game is losing young fans, among African Americans and women as well as white men. Furthermore, baseball’s greatest charm—a clockless suspension of time—is also its greatest liability in a culture of digital distraction. These paradoxes are explored by the historian and passionate baseball fan Susan Jacoby in a book that is both a love letter to the game and a tough-minded analysis of the current challenges to its special position—in reality and myth—in American culture. The concise but wide-ranging analysis moves from the Civil War—when many soldiers played ball in northern and southern prisoner-of-war camps—to interviews with top baseball officials and young men who prefer playing online “fantasy baseball” to attending real games. Revisiting her youthful days of watching televised baseball in her grandfather’s bar, the author links her love of the game with the informal education she received in everything from baseball’s history of racial segregation to pitch location. Jacoby argues forcefully that the major challenge to baseball today is a shortened attention span at odds with a long game in which great hitters fail two out of three times. Without sanitizing this basic problem, Why Baseball Matters remind us that the game has retained its grip on our hearts precisely because it has repeatedly demonstrated the ability to reinvent itself in times of immense social change.
Child Play
Author: Peter Slade
Publisher: Jessica Kingsley Publishers
ISBN: 9781853022463
Category : Psychology
Languages : en
Pages : 362
Book Description
This comprehensive book explores theories and practice of play. It suggests that media influences have a profound effect on behaviour, and by stressing the importance of understanding play as a chart of development, and drawing links between home, school, clinics and therapy, he offers the prospect of an understanding of delinquency and difficulty.
Publisher: Jessica Kingsley Publishers
ISBN: 9781853022463
Category : Psychology
Languages : en
Pages : 362
Book Description
This comprehensive book explores theories and practice of play. It suggests that media influences have a profound effect on behaviour, and by stressing the importance of understanding play as a chart of development, and drawing links between home, school, clinics and therapy, he offers the prospect of an understanding of delinquency and difficulty.
Beyond Choices
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262019787
Category : Games & Activities
Languages : en
Pages : 189
Book Description
How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.
Publisher: MIT Press
ISBN: 0262019787
Category : Games & Activities
Languages : en
Pages : 189
Book Description
How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.
A Play of Bodies
Author: Brendan Keogh
Publisher: MIT Press
ISBN: 0262345447
Category : Games & Activities
Languages : en
Pages : 249
Book Description
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.
Publisher: MIT Press
ISBN: 0262345447
Category : Games & Activities
Languages : en
Pages : 249
Book Description
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.