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This volume focuses on very young children's (aged 0-8) rights in a
digital world. It gathers current research from around the globe
that focuses on young children's rights as agental citizens to the
provision of and participation in digital devices and content-as
well as their right to protection from harm. The UN Digital Rights
Framework of 2014 addresses children's needs, agency and
vulnerability to harm in today's digital world and implies roles
and responsibilities for a variety of social actors including the
state, families, schools, commercial entities, researchers and
children themselves. This volume presents a broad range of
research, including chapters on parental supervision and control,
the changing forms of play, early childhood education, media and
cultural studies, law, design, health, special-needs education, and
engineering. Implicit within this book is the acknowledgement that
children of various ages, abilities, socioeconomic and geographic
backgrounds should have equal access to, and positive / non-harmful
experiences with, new digital technologies and content-as well as
adult support and expertise that enhances these experiences. This
passionate book celebrates the diversity of young children's
activities in the digital world. It interrogates these through four
intersecting lenses: their rights, play experiences, contextualised
design, and best practice. Balancing children's eager engagement
with digital content alongside adult responsibilities for
education, privacy and protection, the volume provides a fitting
showcase for work of global relevance. Professor Lelia Green
Professor of Communications Edith Cowan University Perth, Western
Australia This compelling text provides a critical resource to
inform our understanding of the intersection of the digital world
and children's rights. Ilene R. Berson, Ph.D. Professor of Early
Childhood Education Affiliate Faculty, Learning Design &
Technology Area Coordinator, Early Childhood Coordinator, Early
Childhood Ph.D. Program University of South Florida College of
Education A truly international collection that investigates young
children's engagement with digital technologies. Identifying issues
of public interest around digital practices, this highly readable
book is a valuable resource for researchers, parents and policy
makers. Professor Susan Danby Director, ARC Centre of Excellence
for the Digital Child and, Faculty of Education School of Early
Childhood and Inclusive Education QUT Kelvin Grove, Queensland
This volume focuses on very young children's (aged 0-8) rights in a
digital world. It gathers current research from around the globe
that focuses on young children's rights as agental citizens to the
provision of and participation in digital devices and content-as
well as their right to protection from harm. The UN Digital Rights
Framework of 2014 addresses children's needs, agency and
vulnerability to harm in today's digital world and implies roles
and responsibilities for a variety of social actors including the
state, families, schools, commercial entities, researchers and
children themselves. This volume presents a broad range of
research, including chapters on parental supervision and control,
the changing forms of play, early childhood education, media and
cultural studies, law, design, health, special-needs education, and
engineering. Implicit within this book is the acknowledgement that
children of various ages, abilities, socioeconomic and geographic
backgrounds should have equal access to, and positive / non-harmful
experiences with, new digital technologies and content-as well as
adult support and expertise that enhances these experiences. This
passionate book celebrates the diversity of young children's
activities in the digital world. It interrogates these through four
intersecting lenses: their rights, play experiences, contextualised
design, and best practice. Balancing children's eager engagement
with digital content alongside adult responsibilities for
education, privacy and protection, the volume provides a fitting
showcase for work of global relevance. Professor Lelia Green
Professor of Communications Edith Cowan University Perth, Western
Australia This compelling text provides a critical resource to
inform our understanding of the intersection of the digital world
and children's rights. Ilene R. Berson, Ph.D. Professor of Early
Childhood Education Affiliate Faculty, Learning Design &
Technology Area Coordinator, Early Childhood Coordinator, Early
Childhood Ph.D. Program University of South Florida College of
Education A truly international collection that investigates young
children's engagement with digital technologies. Identifying issues
of public interest around digital practices, this highly readable
book is a valuable resource for researchers, parents and policy
makers. Professor Susan Danby Director, ARC Centre of Excellence
for the Digital Child and, Faculty of Education School of Early
Childhood and Inclusive Education QUT Kelvin Grove, Queensland
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com.
Social, casual and mobile games, played on devices such as
smartphones, tablets, or PCs and accessed through online social
networks, have become extremely popular, and are changing the ways
in which games are designed, understood, and played. These games
have sparked a revolution as more people from a broader demographic
than ever play games, shifting the stereotype of gaming away from
that of hardcore, dedicated play to that of activities that fit
into everyday life. Social, Casual and Mobile Games explores the
rapidly changing gaming landscape and discusses the ludic,
methodological, theoretical, economic, social and cultural
challenges that these changes invoke. With chapters discussing
locative games, the new freemium economic model, and gamer
demographics, as well as close studies of specific games (including
Candy Crush Saga, Angry Birds, and Ingress), this collection offers
an insight into the changing nature of games and the impact that
mobile media is having upon individuals and societies around the
world.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com.
Social, casual and mobile games, played on devices such as
smartphones, tablets, or PCs and accessed through online social
networks, have become extremely popular, and are changing the ways
in which games are designed, understood, and played. These games
have sparked a revolution as more people from a broader demographic
than ever play games, shifting the stereotype of gaming away from
that of hardcore, dedicated play to that of activities that fit
into everyday life. Social, Casual and Mobile Games explores the
rapidly changing gaming landscape and discusses the ludic,
methodological, theoretical, economic, social and cultural
challenges that these changes invoke. With chapters discussing
locative games, the new freemium economic model, and gamer
demographics, as well as close studies of specific games (including
Candy Crush Saga, Angry Birds, and Ingress), this collection offers
an insight into the changing nature of games and the impact that
mobile media is having upon individuals and societies around the
world.
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