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This book is a state-of-the-art look 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
childrens' 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. It is
appropriate for courses that deal with the specialized subject of
toys and games, media studies, education and teacher training, and
child development.
This book is a state-of-the-art look 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
childrens' 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'. It may be appropriate for
courses that deal with the specialized subject of toys and games
but many courses in Media studies, Education and Teacher Training,
and Child Development will inevitably have a component to cover
this topic. There is considerable scope for the growth of interest
in computer games used by children as these games become more
readily available and less e
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