Toys, Games, and Media

Toys, Games, and Media

by Jeffrey Goldstein
ISBN-10:
0805849033
ISBN-13:
9780805849035
Pub. Date:
06/07/2004
Publisher:
Taylor & Francis
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Overview

Toys, Games, and Media

With intentions to enlighten educators and the entertainment professions, contributors examine the latest developments in media literacy for children. Fourteen essays cover topics in international toy culture, children and digital media, how technology influences play, war toys in 1985 versus 2002, the influence of "Japanese Cute," the Internet playground, tangible interfaces with smart toys, and adaptations of traditional toys and games to new technologies. Annotation ©2004 Book News, Inc., Portland, OR

Product Details

ISBN-13: 9780805849035
Publisher: Taylor & Francis
Publication date: 06/07/2004
Pages: 262
Product dimensions: 6.00(w) x 9.00(h) x 0.90(d)

Table of Contents

Forewordvii
List of Contributorsxi
1Introduction: Toys, Games, and Media1
Part IToy Culture
2The Toy Theater: The Revival and Survival of an English Tradition11
3War Toys in the World of Fourth Graders: 1985 and 200219
4Toy Culture in Preschool Education and Children's Toy Preferences37
5Kitty Litter: Japanese Cute at Home and Abroad55
6From Pokemon to Potter: Trainee Teachers Explore Children's Media-Related Play, 2000-200373
Part IIChildren and Digital Media
7The Internet Playground93
8The Internet and Adolescents: The Present and Future of the Information Society109
9Learners, Spectators, or Gamers? An Investigation of the Impact of Digital Media in the Media-Saturated Household131
10Learning With Computer Games157
Part IIIHow Technology Influences Play
11Tangible Interfaces in Smart Toys179
12Preschool Children's Play With "Talking" and "Nontalking" Rescue Heroes: Effects of Technology-Enhanced Figures on the Types and Themes of Play195
13"Hey, Hey, Hey! It's Time to Play": Children's Interactions With Smart Toys207
14Adaptation of Traditional Toys and Games to New Technologies: New Products Generation225
Author Index241
Subject Index249

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