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Children as Treasures: Childhood and the Middle Class in Early Twentieth-Century Japan 儿童如珍宝:20世纪初日本的童年与中产阶级
IF 0.9 Pub Date : 2012-10-01 DOI: 10.5860/choice.49-1032
Andrew C. Mckevitt
Children as Treasures: Childhood and the Middle Class in Early Twentieth-Century Japan Mark A. Jones Cambridge, MA: Harvard University Asia Center, 2010. Contents, notes, works cited, index. 407 pp. $45.00 cloth. ISBN: 9780674053342In the last decade, scholars in a range of fields have explored the rich child-centered world of contemporary Japanese consumer culture. Works like Anne Allison's Millennial Monsters: Japanese Toys and the Global Imagination (2005) and Joseph Tobin's edited collection, Pikachu's Global Adventure: The Rise and Fall of Pokemon (2004), have illustrated the ways contemporary Japanese children live in a world full of imaginative playthings linked to powerful currents of national culture and global commerce. Scholars know much less, however, about the origins of one of the world's most influential play cultures. We also understand little about how Japanese children's pervasive popular culture conflicts with an apparent national obsession with entrance examinations and juku (cram schools). Mark A. Jones's ambitious Children as Treasures provides a welcome history of childhood in Japan in the first decades of the twentieth century. Jones embeds his examination of childraising practices within a complicated background of changing class identities, arguing that the "rearing of children became the defining emblem of middleclass identity in early twentieth-century Japan" (p. 2).There are really two stories in Children as Treasures-one about the shaping of a middle class in early twentieth-century Japan and the other about emerging popular and intellectual conceptions of childhood-and Jones deftly weaves the two together. The book is also divided chronologically between a first half on the late Meiji period (1880s to 1912) and a second half on the Taisho period (1912 to 1926), which preceded the authoritarian militarism of the early Showa period. During the late Meiji era, established elites fashioned a vision of the middle class as the social foundation for a national community rooted in morality rather than materialism, reflecting anxieties about rapid growth in urban spaces and materialist desires. In this context, the image of the ryosai kenbo, the "good wife, wise mother," was charged with shaping a generation of shokokumin, or "little citizens," who were "morally virtuous and physically vigorous, a symbol of a sound family, a sturdy middle class, and a strong nation" (p. 147). The later Taisho era witnessed the expansion of an education system that provided new opportunities for social mobility as well as the growth of a mass media catering to middle-class aspirants, which resulted in new pressures that reshaped both the image of the middle class and that of the ideal child. Through the 1920s, two visions of childhood competed for the attention of parents: the yutosei, or the "superior student," and the kodomorashii kodomo, or the "childlike child." By the end of the Taisho era, the image of the yutosei-a disciplined child wh
《儿童如珍宝:20世纪初日本的童年与中产阶级》Mark A. Jones剑桥:哈佛大学亚洲中心,2010。内容、注释、引用作品、索引。407页。$45.00布。在过去的十年里,各个领域的学者都在探索当代日本消费文化中丰富的以儿童为中心的世界。安妮·艾利森的《千禧年怪兽:日本玩具与全球想象》(2005年)和约瑟夫·托宾编辑的《皮卡丘的全球冒险:口袋妖怪的兴衰》(2004年)等作品展示了当代日本儿童生活在一个充满想象力的玩具的世界里,这些玩具与强大的民族文化和全球商业潮流息息相关。然而,学者们对世界上最具影响力的戏剧文化之一的起源知之甚少。我们也不太了解,日本儿童无处不在的流行文化,是如何与全国对入学考试和补习班的明显痴迷相冲突的。马克·a·琼斯雄心勃勃的《儿童如珍宝》提供了20世纪头几十年日本童年的受欢迎历史。琼斯把他对养育孩子的实践的考察置于一个阶级身份不断变化的复杂背景中,他认为“养育孩子成为了20世纪初日本中产阶级身份的标志性标志”(第2页)。《儿童如宝藏》中确实有两个故事——一个是关于20世纪初日本中产阶级的形成,另一个是关于新兴的流行和知识分子对童年的概念——琼斯巧妙地将这两个故事编织在一起。这本书还按时间顺序分为前半部分明治晚期(1880年代至1912年)和后半部分大正时期(1912年至1926年),后者在昭和早期的威权军国主义之前。在明治晚期,精英阶层将中产阶级塑造成一个植根于道德而非物质主义的国家共同体的社会基础,反映了对城市空间快速增长和物质主义欲望的焦虑。在这种背景下,“贤妻良母”的形象被认为塑造了一代“孝民”,即“小公民”,他们“道德高尚,身体健壮,是健全家庭、稳固中产阶级和强大国家的象征”(第147页)。大正时代的后期见证了教育体系的扩张,为社会流动提供了新的机会,同时迎合中产阶级抱负的大众媒体也在增长,这带来了新的压力,重塑了中产阶级和理想儿童的形象。在整个20世纪20年代,有两种对童年的看法吸引了父母的注意:优生(yutosei)或“优秀学生”(kodomorashii kodomo),或“孩子般的孩子”(kodomorashi kodomo)。在大正时代的末期,优生的形象——一个在学校里和毕业后不断为严格的入学考试做准备的有纪律的孩子——取得了胜利,因为它在民族主义教育中的作用以及在社会流动性扩大的时期,学校教育为攀登社会阶梯提供了机会而受到重视。…
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引用次数: 21
Handbook of Children and the Media 《儿童与媒体手册》
IF 0.9 Pub Date : 2012-04-01 DOI: 10.5860/choice.38-4163
Warren Buckleitner
Handbook of Children and the Media Dorothy G. Singer and Jerome L. Singer, eds. Los Angeles, CA: Sage Publications, 2012. Tables, charts, indexes. 803 pp. $150.00 cloth. isbn: 978141298249"Sir, is this your bag?" The TSA agent looked serious. "Yes," I responded, surprised. As a frequent traveler, I have become adapt at moving smoothly through airport screening lines. Why was my laptop-free bag being searched? She reached in my bag and pulled out the second edition of Singer and Singer's Handbook of Children and the Media. To my amazement, she dropped the heavy 803-page hardcover onto a stainless steel examination table and began carefully swiping the inside pages for explosive residue. She told me the thick hardcover was blocking the x-ray machine's view of my bag's contents.This raises some questions. If a hardcover book is an outlier for our national airport security system, are the ideas it contains-frozen in ink and on paper- equally as troublesome? Or does this heavy book achieve its intellectually heavy goal "to review, through the contributions of research experts, the past and potential future impact of the electronic media on growing children" (p. 3). The answer is yes to both questions.The book meets its goal in part due to the skill, experience, and deep scholarly connections of the editors-Jerome and Dorothy Singer, the Yale-based husbandand- wife team who have been conducting and reviewing research on children's television since 1961, when former Federal Communications Commission chair man Newton Minnow called the medium a vast wasteland. The historical frame, which stretches back to media as cave drawings, is provided in the introduction as well as in each of three sections, containing, in all, thirty-five articles from sixty-four researchers. Short biographies, with research interests and university affiliations, appear for each, which makes it possible to spot that all but three writers come from the United States.Part 1is the largest and the most useful part of the book, with twenty-three articles loosely organized under the heading "The Popular Media as Educators and Socializers of Growing Children." Its buffet of themes have appeared throughout television-inspired discourse for the last sixty years, many massaged here, sans specifics, to account for new digital media. Many of the articles follow a similar pattern: they state that older children are spending vast amounts of time-seven hours and thirty-eight minutes per day, to cite Vicky Ridout's 2010 Kaiser Family Foundation survey-with various forms of media, and then they look at what this means from different angles. The well-worn media worries are present and accounted for, including video game violence (Anderson, Gentile, and Dill), reducing (or enhancing) creativity (Valkenburg and Calvert), food marketing (Battle Horgen, Harris, and Brownell), gender stereotyping (Signorielli), advertising (Kunkel and Castonguay), and drugs (Strasburger). …
儿童手册和媒体多萝西G.辛格和杰罗姆L.辛格,编辑。洛杉矶:Sage出版社,2012。表格、图表、索引。803页。$150布。“先生,这是你的包吗?”运输安全管理局的工作人员看起来很严肃。“是的,”我惊讶地回答。作为一个经常旅行的人,我已经习惯了顺利地通过机场安检线。为什么我没有笔记本电脑的包被搜查了?她把手伸进我的包里,拿出第二版的《歌手及歌手儿童与媒体手册》。让我吃惊的是,她把那本厚重的803页精装书扔到不锈钢检查台上,开始小心翼翼地刷内页,看有没有爆炸残留物。她告诉我,厚厚的精装书挡住了x光机对我包里东西的视线。这就提出了一些问题。如果一本精装书对我们的国家机场安全系统来说是一个异类,那么它所包含的思想——被冻结在墨水和纸上——是否同样令人烦恼?或者,这本厚重的书是否实现了它的沉重的智力目标,即“通过研究专家的贡献,回顾电子媒体对成长中的儿童的过去和潜在的未来影响”(第3页)。答案是肯定的。这本书达到了它的目标,部分原因是由于编辑杰罗姆和多萝西·辛格的技巧、经验和深厚的学术关系,这对耶鲁夫妇从1961年开始就一直在进行和审查儿童电视的研究,当时前联邦通信委员会主席牛顿·米诺称这种媒体是一片广阔的荒原。历史框架,可以追溯到媒体作为洞穴壁画,在介绍中提供,以及在三个部分中提供,总共包含64位研究人员的35篇文章。每个人都有简短的传记,包括研究兴趣和大学背景,这使得人们有可能发现,除了三位作家之外,其他作家都来自美国。第一部分是书中最大也是最有用的部分,有23篇文章松散地组织在“大众媒体作为成长中的儿童的教育者和社会化者”的标题下。在过去的60年里,它的主题自助餐出现在电视启发的话语中,其中许多主题在这里进行了按摩,没有具体说明,以解释新的数字媒体。许多文章都遵循一个相似的模式:他们说大一点的孩子花了大量的时间——引用Vicky Ridout 2010年凯撒家庭基金会的调查,每天7小时38分钟——在各种形式的媒体上,然后他们从不同的角度来看待这意味着什么。媒体对暴力游戏(Anderson、Gentile和Dill)、减少(或增强)创造力(Valkenburg和Calvert)、食品营销(Battle Horgen、Harris和Brownell)、性别刻板印象(Signorielli)、广告(Kunkel和castonway)和毒品(Strasburger)的担忧都是老生滥调。…
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引用次数: 120
Raising the Stakes: E-Sports and the Professionalization of Computer Gaming 提高赌注:电子竞技和电脑游戏的职业化
IF 0.9 Pub Date : 2012-03-23 DOI: 10.5860/choice.50-1511
T. L. Taylor
Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.
竞争性的电子和电脑游戏玩法并不新鲜:纪录片《金刚》令人难忘地描绘了《大金刚》玩家试图获得历史最高分的过程;电视节目《星际争霸》(1982- 1984)主打街机游戏玩家之间的竞赛;20世纪90年代的第一人称射击游戏通过网络游戏变成了多人游戏。然而,数字游戏世界的一个新发展是职业电脑游戏的出现,包括明星球员、球队老板、锦标赛、赞助和观众。在《提高赌注》一书中,泰勒探索了职业电脑游戏的新兴场景,以及随之而来的将这种游戏形式变成一种运动的努力。在她的探索过程中,泰勒参加了包括世界电子游戏总决赛(World Cyber Games Grand Finals)在内的锦标赛(该赛事被认为是电脑游戏界的奥运会),并采访了从玩家到广播员的参与者。她研究了职业游戏,包括高收入玩家、实况转播和大量观众;讨论电子竞技是否应该被视为体育运动;追踪玩家从业余到职业的发展历程(以及爱好如何变成工作);并描述了联盟、球队、老板、组织者、裁判、赞助商和粉丝在塑造职业游戏结构和文化中的重要性。Taylor将专业电脑游戏与更广泛的问题联系起来:我们对游戏、工作和运动的观念;旁观的性质;金钱对体育的影响。她通过男性主导的职业游戏的镜头审视了游戏性别建构的持续斗争。最终,专业电脑游戏的演变照亮了当代将玩乐激情转化为严肃游戏的斗争。
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引用次数: 489
Play Redux: The Form of Computer Games 玩Redux:电脑游戏的形式
IF 0.9 Pub Date : 2012-01-01 DOI: 10.1353/book.1094
S. Malliet
Play Redux: The Form of Computer Games David Myers Ann Arbor, MI: University of Michigan Press, 2010. Illustrations, notes, references, index.184 pp. $70.00 cloth. ISBN: 9780472050925In Play Redux: The Form of Computer Games, David Myers presents a unique and inspiring perspective on game theory and game studies. A formalist, Myers tackles issues that have been sparsely addressed in theoretical frameworks-most notably the works of game theorists Johan Huizinga, Roger Caillois, Torben Grodal, Espen Aarseth, and Brian Sutton-Smith. Myers provides a respectful yet critical assessment of these authors' insights and poses a number of questions that require further investigation. He contends a grasp of the essence of digital game play requires an enhanced formal understanding of the player-game relationship.One of the more important contributions of Play Redux resides in the establishment of a direct link between the semiotic way computer games "generate and transform meanings through the coded manipulation of signs and symbols" (p. 5) and the prelinguistic, psycho-physical functions of human thinking. Myers provides a convincing description of this relationship, and, more importantly, documents his argument in large detail by taking sidesteps toward educational theory, philosophy, game theory, and cognitive psychology. In doing so, he avoids making the mistake he identifies as a main cause of the receding influence of formalist theory in the second half of the twentieth century: it has not succeeded in establishing its ontological foundations.Myers has been investigating digital game semiotics for more than twentyfive years, and this gives him an advantage over many of his peers. In his earlier work, he has studied the interactive nature of digital game play on a microlevel, regarding both the structure of player cognition (in his 1984 article "The Pattern of Player-Game Relationships") and the transformative characteristics of in-game objects and relationships (in his 1991 article "Time, Symbol Manipulation, and Computer Games"). In his book The Nature of Computer Games: Play as Semiosis (2003), Myers additionally applied these insights to the semiotic analysis of a variety of game genres and titles-hereby supporting the assertion that his theory can be considered as both universal and fundamental. That he can build on his past research has enabled Myers to adopt a top-down point of view and to consider game play in terms of its essential, conceptual characteristics. …
《Play Redux:电脑游戏的形式》David Myers Ann Arbor, MI: University of Michigan Press, 2010。插图、注释、参考文献、索引。184页,$70.00布。在《Play Redux: The Form of Computer Games》一书中,David Myers对博弈论和博弈论研究提出了独特而鼓舞人心的观点。作为一名形式主义者,迈尔斯处理的问题在理论框架中很少得到解决——最著名的是博弈论理论家约翰·惠伊津加、罗杰·卡伊洛伊斯、托本·格罗达尔、埃斯彭·阿尔塞斯和布莱恩·萨顿-史密斯的作品。迈尔斯对这些作者的见解进行了尊重而又批判性的评估,并提出了一些需要进一步调查的问题。他认为,要掌握数字游戏玩法的本质,就必须对玩家与游戏之间的关系有更深入的理解。《Play Redux》更重要的贡献之一在于,它在电脑游戏的符号学方式“通过对符号和符号的编码操作产生和转换意义”与人类思维的前语言、心理-生理功能之间建立了直接联系。迈尔斯对这种关系提供了令人信服的描述,更重要的是,他通过回避教育理论、哲学、博弈论和认知心理学,详细地记录了他的论点。在这样做的过程中,他避免了犯他认为是20世纪下半叶形式主义理论影响力消退的主要原因的错误:它没有成功地建立其本体论基础。Myers已经研究数字游戏符号学超过25年,这让他比许多同行都有优势。在他早期的工作中,他在微观层面上研究了数字游戏玩法的互动本质,包括玩家认知结构(在他1984年的文章《玩家-游戏关系的模式》中)和游戏内对象和关系的变化特征(在他1991年的文章《时间、符号操作和电脑游戏》中)。在他的著作《The Nature of Computer Games: Play as Semiosis》(2003)中,Myers还将这些见解应用于各种游戏类型和游戏的符号学分析中,从而支持他的理论既普遍又基本的主张。他可以在过去的研究基础上进行构建,这使得Myers能够采用自上而下的观点,并根据游戏玩法的基本概念特征来考虑游戏玩法。…
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引用次数: 0
The Play of Psychotherapy. 心理治疗的游戏。
IF 0.9 Pub Date : 2012-01-01 DOI: 10.4324/9780203766941-19
T. Marks-Tarlow
The author reviews the role of play within psychotherapy. She does not discuss the formal play therapy especially popular for young children, nor play from the Jungian perspective that encourages the use of the sand tray with adults. Instead, she focuses on the informal use of play during psychotherapy as it is orchestrated intuitively. Because play-whether we use it consciously or not-is a major source for implicit learning within the social domain, the author considers it a nonspecific factor in therapeutic effectiveness that cuts across all modalities. She also suggests that play bears an important relationship to creativity, especially as it exists in the intersubjective space between therapist and patient, i.e., the fertile zone between two subjectivities in which shared making of meaning arises. Key words: clinical intuition; hide-and-seek in therapy; imaginative play; neurobiology of play; play in psychotherapy; play's purpose in animalsTHE VERY EXISTENCE of a journal devoted exclusively to the multidisciplinary examination of play suggests that there is a paradigm shiftafoot, away from the thinking of scholars who dismissed play as aimless expenditure, toward the neurobiologists, psychologists, sociologists, anthropologists, and other researchers who now embrace and endorse play for its manifest benefits. These benefits all emerge from the most basic mammalian endowment-the playful curiosity that spurs the cutting edge of development in all mammals, knits together self and society, and provides seeds for the creative spirit in human culture. Given that play is a vital instinct hard wired into the mammalian brain (Panksepp 1998), one especially important for the extended childhood of human beings, no wonder play constitutes a hidden layer of psychotherapy. Within psychotherapy of all sorts, play often operates at nonconscious, implicit levels. This occurs through the play of clinical intuition as it manifests at a moment-to-moment level. How and why we psychotherapists play with patients sets the tone for sessions and determines the feel of the intersubjective process.This article draws on the interpersonal neurobiology of attachment to illustrate how the self grows, unfolds, and builds new structure through play. Freedom to play without inhibition or constriction is a key ingredient for joy, interest, passion, and vitality later in life. Just as children reveal their growing edge during play, so too do therapists. Because play is developmentally crucial to achieving cognitive, emotional, behavioral, and social flexibility and complexity, it remains a central part of the repertoire of clinical intuition.Sometimes we therapists succumb to the instinct to play in order to lighten up the atmosphere. At other times, the intuitive urge to play marks an open, nondefensive attitude towards ourselves and others. Whether initiated by therapist or patient, the instinct to play encourages the experience of fun during experimentation with new possibil
作者回顾了游戏在心理治疗中的作用。她没有讨论正式的游戏疗法,特别是流行于幼儿,也没有从荣格的角度来看,鼓励使用沙盘与成年人一起玩。相反,她关注的是心理治疗过程中玩耍的非正式使用,因为它是直觉上精心安排的。因为游戏——无论我们是否有意识地使用它——是社会领域内隐学习的主要来源,作者认为它是贯穿所有模式的治疗效果的非特异性因素。她还指出,游戏与创造力有着重要的关系,特别是因为它存在于治疗师和患者之间的主体间空间,即两种主体性之间的肥沃地带,在那里共同创造意义。关键词:临床直觉;治疗中的捉迷藏;充满想象力的游戏;游戏的神经生物学;在心理治疗中玩耍;一份专门研究玩耍的多学科研究的杂志的存在表明,一种范式正在发生转变,学者们认为玩耍是一种漫无目的的花费,而神经生物学家、心理学家、社会学家、人类学家和其他研究人员现在因为玩耍的明显好处而接受并支持玩耍。这些好处都来自于哺乳动物最基本的禀赋——玩闹的好奇心,它激发了所有哺乳动物发展的前沿,将自我和社会编织在一起,并为人类文化中的创新精神提供了种子。考虑到游戏是哺乳动物大脑中固有的一种重要本能(Panksepp 1998),对人类漫长的童年尤为重要,难怪游戏构成了心理治疗的一个隐藏层。在各种各样的心理治疗中,游戏通常在无意识的、隐性的层面上运作。这是通过临床直觉的游戏发生的,因为它在时刻到时刻的水平上表现出来。我们心理治疗师如何以及为什么和病人一起玩,决定了治疗的基调,也决定了主体间过程的感觉。这篇文章借鉴了依恋的人际神经生物学来说明自我是如何通过游戏成长、展开和建立新的结构的。不受约束地自由玩耍是以后生活中快乐、兴趣、激情和活力的关键因素。就像孩子们在游戏中显露出成长的优势一样,治疗师也会这样做。因为玩耍对于实现认知、情感、行为和社会的灵活性和复杂性至关重要,所以它仍然是临床直觉的核心部分。有时,我们治疗师屈服于本能,为了减轻气氛而玩耍。在其他时候,玩的本能冲动标志着对自己和他人的开放,非防御态度。无论是由治疗师还是患者发起的,在尝试新的可能性的过程中,玩的本能鼓励了乐趣的体验。无论是由治疗师还是患者发起的,游戏邀请都是一种联系,允许协调和轮流进行。总是,玩耍的能力意味着房间里的安全,而安全对于新表达和新应对的出现是必要的。我在这里展示,包括临床例子,我们治疗师如何通过发挥我们的临床直觉来感受每个病人的独特轮廓。通过语言的游戏,我们发现了为每个人保留的特殊术语。通过我们脸上不同的表情,特殊问候的特质,以及独特仪式的创新,我们共同创造了只有在这种特殊关系中才能承载的意义。在隐性层面上,我们用自己的注意力来引导病人的注意力,轻轻地把他们引向新的方向。在明确的层面上,我们玩着如何为病人的叙述构建和赋予意义,所有这些都是为了新的希望、治愈和成长。…
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引用次数: 11
期刊
American Journal of Play
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