LEADER 04009nam 22006615 450 001 9910155323003321 005 20200704021002.0 010 $a9783319428758 024 7 $a10.1007/978-3-319-42875-8 035 $a(CKB)3710000000966155 035 $a(DE-He213)978-3-319-42875-8 035 $a(MiAaPQ)EBC4749219 035 $a(PPN)197138721 035 $a(EXLCZ)993710000000966155 100 $a20161128d2016 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPhysical Play and Children?s Digital Games /$fby Krystina Madej 205 $a1st ed. 2016. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2016. 215 $a1 online resource (XII, 89 p. 48 illus., 40 illus. in color.) 225 1 $aSpringerBriefs in Computer Science,$x2191-5768 311 $a3-319-42874-8 311 $a3-319-42875-6 320 $aIncludes bibliographical references. 327 $aIntroduction -- Play -- Child Development -- Toys and Games -- Engaging Young Children in Physical Play. 330 $aPlay engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play?s role in our society. In particular, Vygotsky?s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children?s development, in particular, physical, or somatic play. The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts. 410 0$aSpringerBriefs in Computer Science,$x2191-5768 606 $aUser interfaces (Computer systems) 606 $aMultimedia systems  606 $aChild development 606 $aWell-being 606 $aChildren 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aMedia Design$3https://scigraph.springernature.com/ontologies/product-market-codes/I25004 606 $aEarly Childhood Education$3https://scigraph.springernature.com/ontologies/product-market-codes/O37000 606 $aChild Well-being$3https://scigraph.springernature.com/ontologies/product-market-codes/X31000 615 0$aUser interfaces (Computer systems). 615 0$aMultimedia systems . 615 0$aChild development. 615 0$aWell-being. 615 0$aChildren. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aMedia Design. 615 24$aEarly Childhood Education. 615 24$aChild Well-being. 676 $a794.8083 700 $aMadej$b Krystina$4aut$4http://id.loc.gov/vocabulary/relators/aut$0867329 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910155323003321 996 $aPhysical Play and Children?s Digital Games$91963599 997 $aUNINA