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The cultural context in which children grow up has a powerful influence on the way they play. At a time of rapid change in post-industrial societies, childhood play is changing to reflect children’s experiences. Adults need to understand that children have their own play culture, which might be different from that of the adults’ own childhoods. Enlivened by the voices of young children engaged in contemporary play, this accessible book enables readers to re-evaluate the contribution of play in childhood. It explores the persistence of fundamental play themes alongside new variations on traditional themes, including: Competitions and games Games of chance and luck The world of make-believe ‘Dizzy play’ This book helps adults to be reflective and to encourage children’s play by understanding and valuing their play culture. It is important reading for early years students and practitioners.
Educators have long been pursuing and applying ways that play can be a context and even a medium for teaching and learning. Volume 15 of Play & Culture Studies focuses on the special topic on Play and Curriculum, a long waited topic to many educators and researchers in the field of play and education. This volume includes chapters reporting recent studies and practical ideas examining the relations between the play and curriculum from early education to higher education. The volume has 3 sections with the 9 chapters grouped to represent various voices on play and curriculum: in Culture, in STEM, in Higher Education. The uniqueness of this book is represented by its breadths and depths of diversity from investigating play and curriculum in an indigenous group in Columbia to play in a New York City Public school and from play and curriculum in a Family Child Care context to the uses of play with college students.
Play and Performance offers hope to those lamenting the loss of play in the twenty-first century and aims to broaden the understanding of what play is. This volume showcases the work of programs from early childhood through adulthood, in a variety of educational and therapeutic settings, and from a range of theoretical and practical perspectives. The chapters cover an array of practices that can be seen across the play to performance continuum. Taken together, the myriad ways that play is performance and performance is play become clear, sometimes blurring the need for distinction. The volume provides play advocates, researchers and practitioners a wealth of practical and theoretical ideas for expanding the use of performance as a tool for creating playful environments where children and adults can create and develop.
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
In this incisive and timely work, Adrienne L. Massanari discusses how culture is created and challenged on Reddit.com, the self-proclaimed «front page of the internet». Massanari's ethnographic work provides a detailed examination of the contradictions that shape Reddit's culture and how they reflect its role as an epicenter of geek culture.
What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.
"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.
This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
"Wonderful edition to a foundations course; much needed focus on the natural way children learn through play!" —Diane Lang, Manhattanville College "This is the most clearly self aware of the several current works in the psychology of children′s play. It has the unique worth of being unusually comprehensive with respect to play stages, gender differences, private lives, neighborhoods, humor, collections, video games, responses to stress and the uses of recess and play therapy. I particularly liked the demonstration of the continuing role of make believe from early childhood on into the theatric, literary, and electronic foci of adolescence. These four authors are to be congratulated for having brought us as students and as parents an unusually readable text." -Brian Sutton-Smith, Prof. Emeritus, University of Pennsylvania "The authors′ treatment of play is both original and provocative. Unlike most previous expositions on play, they consider not only the social and cognitive dimensions of play but also its aesthetic nature. The treatment of youth sport was especially impressive. This is a ′must read′ for students of play." -Anthony D. Pellegrini, University of Minnesota, Twin Cities "Children′s Play combines uncompromising scholarship with fresh, joyful prose. By looking at both the structure and content of play the authors help us understand the developmental significance of this complex way of being in the world. Each chapter contains exactly the topics we want to study and adds surprises that counter the folk-psychology of today. Children′s Play does more than overview the research literature; it engenders new thinking." -George E. Forman, Ph.D., University of Massachusetts, Amherst Play is a fundamental value for children-it is complex, beautiful, and important for children′s development. Play is about having fun, being outdoors, being with friends, choosing freely, pretending, enacting fantasy, and playing games. It is about enjoying the moment, and consequently, not about planning for or worrying about the future. Play is a surprisingly complex and significant phenomenon in the lives of children everywhere. Children′s Play looks at the many facets of play and how it develops from infancy through late childhood. Authors W. George Scarlett, Sophie Naudeau, Dorothy Salonius-Pasternak, and Iris Ponte take a broad approach to examining how children play by including a wide variety of types of play, play settings, and play media. The book also discusses major revolutions in the way today′s children play, including changes in organized youth sports, children′s humor, and electronic play. Children′s Play addresses diversity throughout the text and explores play on the topics of gender, disabilities, socioeconomic class, and culture. Key Features Examines how play is used for purposes other than leisure, including academic learning and reducing stress in environments such as hospitals and refugee camps Integrates culture throughout to give readers a true understanding of how culture shapes children′s play Provides rich illustration of figures and photos to portray children in various play settings Includes pedagogical aids such as chapter-opening outlines, boxed material to highlight key points, real-life examples, and a summary section with key words, names, and ideas for working with children Children′s Play is an excellent textbook for advanced undergraduate courses on child behavior in the areas of Psychology, Human Development and Family Studies, Education, Early Childhood Education, and Educational Psychology. It is also a useful resource for professionals already working with children including preschool, elementary, and junior high school teachers, daycare workers, and related fields. is an excellent textbook for advanced undergraduate courses on child behavior in the areas of Psychology, Human Development and Family Studies, Education, Early Childhood Education, and Educational Psychology. It is also a useful resource for professionals already working with children including preschool, elementary, and junior high school teachers, daycare workers, and related fields.