Toys, Games, and Media

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"This book offers a glance 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 children's 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." This volume may be appropriate for courses that deal with the specialized subject of toys and games. However, many courses in Media Studies, Education and Teacher Training, and Child Development will also inevitable have a component to cover this topic.
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Product Details

  • ISBN-13: 9780805849035
  • Publisher: Taylor & Francis
  • Publication date: 6/7/2004
  • Pages: 264
  • Product dimensions: 6.20 (w) x 9.00 (h) x 0.90 (d)

Table of Contents

1 Introduction : toys, games, and media 1
2 The toy theater : the revival and survival of an English tradition 11
3 War toys in the world of fourth graders : 1985 and 2002 19
4 Toy culture in preschool education and children's toy preferences 37
5 Kitty litter : Japanese cute at home and abroad 55
6 From Pokemon to Potter : trainee teachers explore children's media-related play, 2000-2003 73
7 The Internet playground 93
8 The Internet and adolescents : the present and future of the information society 109
9 Learners, spectators, or gamers? : an investigation of the impact of digital media in the media-saturated household 131
10 Learning with computer gates 157
11 Tangible interfaces in smart toys 179
12 Preschool children's play with "talking" and "nontalking" rescue heroes : effects of technology-enhanced figures on the types and themes of play 195
13 "Hey, hey, hey! it's time to play" : children's interactions with smart toys 207
14 Adaptation of traditional toys and games to new technologies : new products generation 225
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