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Redneck oasis 乡下人绿洲
Q1 Social Sciences Pub Date : 2023-09-26 DOI: 10.1080/21594937.2023.2250579
Gabriel C. Waltman
ABSTRACTA story about the summer adventures of middle school boys. Growing up in a rural farming community there were few organized activities to keep delinquent boys busy in a safe, productive way. These heathens turned to rule-breaking and morally wrong activities to keep themselves entertained. This article recounts one memory from this period where the boys had an especially adventurous day of bad decisions and lessons learned.KEYWORDS: Mischievousboyskidsruralplaying Disclosure statementNo potential conflict of interest was reported by the author(s).
一个关于中学生们暑假冒险的故事。在农村农业社区长大,几乎没有什么有组织的活动能让犯罪男孩以一种安全、有成效的方式忙碌起来。这些异教徒通过违反规则和不道德的活动来娱乐自己。这篇文章讲述了这个时期的一个记忆,男孩们有一个特别冒险的一天,做出了错误的决定,吸取了教训。关键词:淘气的男孩;儿童;玩耍披露声明作者未报告潜在的利益冲突。
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引用次数: 0
SCUSA: identifying five types of disruption for playful experiences SCUSA:确定游戏体验的五种中断类型
IF 1 Q1 Social Sciences Pub Date : 2023-08-23 DOI: 10.1080/21594937.2023.2235473
J. Legaard
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引用次数: 0
The wonder of play 游戏的奇妙
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2239562
J. Legaard
ABSTRACT Since its introduction almost 50 years ago, the concept of ‘flow’ has been descriptive of optimal experiences, also in relation to play. However, the explorative nature of play leads to some discrepancies between flow and the optimal experience of play. In this paper the differences between flow and play are explored, leading to proposing the state of ‘wonder’ as a counterpart to flow. This perspective offers a way to conceptually distinguish goal-oriented experiences (e.g. games and competition) from free play experiences that are not focused on a specific end-goal, seeking to evolve and retain the experience rather than moving towards an optimal end point. While the theory of wonder in relation to flow is in its early stages of development, it is a proposition that offers new perspectives for further discussions about the relations between e.g. play, games, and work.
自从50年前“心流”概念出现以来,它就一直被用来描述与游戏相关的最佳体验。然而,游戏的探索性质导致心流和最佳游戏体验之间存在一些差异。本文探讨了心流和游戏之间的差异,并提出了“惊奇”状态作为心流的对应状态。这种观点提供了一种从概念上区分目标导向型体验(游戏邦注:例如游戏和竞争)和免费游戏体验的方法,后者不关注特定的最终目标,寻求进化和保留体验,而不是朝着最佳终点前进。虽然与心流相关的惊奇理论还处于发展的早期阶段,但这一命题为进一步讨论游戏、游戏和工作之间的关系提供了新的视角。
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引用次数: 1
The influence of pretend ‘technologies’ on children’s cognitive development in symbolic play 符号游戏中假装“技术”对儿童认知发展的影响
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2235474
Annabelle Black Delfin, Wen Wang
ABSTRACT This research seeks to understand developmental processes of cognition, especially as these processes become observable in children’s role-play. In seeking to understand cognitive development in young children, we focus on how children incorporate pretend ‘technologies’ in role-play, such as non-operational cell phones, through pretend conversations and actions in the play episode. In observations with two preschool classes of four-year-old children, role-play that involved pretend ‘technologies’ was analyzed as to its effect on children’s ability to think abstractly and to form mental representations. This qualitative study collected observations and documentation of children’s actions and words as they played, coded and analyzed through constant comparison. Two findings were identified indicating that role-play using pretend ‘technologies’ promotes expansion of children’s abstract thought; and role-play with pretend ‘technologies’ enhances children’s perceptions and enactments of dual representation. With further examination, we distilled three ways that abstract thought and dual representation occurred during role-play with pretend ‘technologies’: through children’s symbolic understanding and actions, higher mental functions when interacting with pretend ‘technologies’, and children’s on-and-off line cognitive functions when operating pretend ‘technologies’. This study suggests that there are many benefits of children engaging in pretend play and that incorporating technology in the play scenario amplifies cognitive benefits.
本研究旨在了解认知的发展过程,特别是当这些过程在儿童角色扮演中被观察到时。为了了解幼儿的认知发展,我们关注儿童如何通过在游戏情节中假装对话和动作,将假装的“技术”融入角色扮演中,例如无法操作的手机。在对两个学前班的四岁儿童的观察中,研究人员分析了涉及假装“技术”的角色扮演对儿童抽象思维和形成心理表征能力的影响。这项定性研究收集了儿童在玩耍时的行为和语言的观察和记录,通过不断的比较进行编码和分析。两项研究结果表明,使用假装“技术”的角色扮演促进了儿童抽象思维的拓展;用假装的“技术”进行角色扮演可以增强孩子们对双重表征的感知和表现。通过进一步的研究,我们提炼出角色扮演中抽象思维和双重表征发生的三种方式:通过儿童的符号理解和行动,通过儿童与假装“技术”互动时的高级心理功能,以及儿童在操作假装“技术”时的在线和离线认知功能。这项研究表明,儿童参与假装游戏有很多好处,在游戏场景中加入技术可以放大认知益处。
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引用次数: 0
Pretend play predicts language development in young children with Autism Spectrum Disorder 假装游戏可以预测自闭症谱系障碍儿童的语言发展
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2235472
A. Vyshedskiy, E. Khokhlovich
ABSTRACT This quantitative study uses longitudinal caregiver surveys to explore the relationship between pretend play and development in children with ASD. Caregivers assessed the development of 7069 young children quarterly for three years on five subscales: combinatorial receptive language, expressive language, sociability, sensory awareness, and health. Pretend play was associated with superior developmental trajectories: 1.9-fold greater improvement of combinatorial receptive language (p < 0.0001), 1.4-fold greater improvement of expressive language (p < 0.0001), and 1.3-fold greater improvement of sensory awareness (p = 0.0009). Pretend play did not account for a significant amount of the variability in children’s sociability and health. The strong association of pretend play with combinatorial receptive language remained significant even when controlling for expressive language. Similarly, the strong association of pretend play with expressive language remained significant even when controlling for combinatorial receptive language. The association of pretend play with combinatorial receptive language was stronger than the association of seizures, sleep problems, or high-TV exposure. These findings support earlier studies suggesting that pretend play may be an important stepping stone for language acquisition and highlight a potential for pretend play therapeutic interventions.
本研究采用纵向照顾者调查的方法,探讨ASD儿童假装游戏与发育之间的关系。照顾者对7069名幼儿的发展进行了为期三年的季度性评估,评估内容包括:组合接受性语言、表达性语言、社交能力、感觉意识和健康。假装游戏与优越的发展轨迹相关:组合接受语言提高1.9倍(p < 0.0001),表达语言提高1.4倍(p < 0.0001),感觉意识提高1.3倍(p = 0.0009)。假装游戏并不能解释儿童社交能力和健康状况的显著差异。即使在控制表达性语言的情况下,假装游戏与组合接受性语言的强烈联系仍然是显著的。同样,即使在控制组合接受语言的情况下,假装游戏与表达语言的强烈联系仍然很明显。假装游戏与组合接受性语言的关联比癫痫发作、睡眠问题或长时间看电视的关联更强。这些发现支持了早期的研究,即假装游戏可能是语言习得的重要垫脚石,并强调了假装游戏治疗干预的潜力。
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引用次数: 0
Play space in plain sight: the disruptive alliances between street trees and skateboarders 显而易见的游戏空间:街道树木和滑板者之间的破坏性联盟
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2235470
Duncan McDuie‐Ra
ABSTRACT This article is an ethnographic account of searches for play space in Newcastle, Australia, specifically for skateboarding. Street skateboarding is predicated on unstructured play at ‘found’ spots in the urban landscape assembled from surfaces, objects, and obstacles. Without access to established skateparks during COVID-19 lockdowns, the search for play space became an exciting part of lockdown life, and street trees were surprising guideposts for locating unpredictable surfaces and angles. Through these observations, this article explores the potential of street trees in generating play space through skateboarding, making three arguments. First, street trees are overlooked as potential play space compared to trees living in parks, reserves, and playgrounds. Crucially, street trees generate play space by assembling and re-assembling the urban landscape in unpredictable ways. Second, skateboarders and trees are unexpected allies in unstructured play and the disruption of urban order. Third, street trees produce skate spots by modifying the built environment, challenging ideas of mutually exclusive realms of nature vs. city, grey vs. green, play vs. passivity, and use vs. misuse. These examples may not fit idealised notions of human-tree relations, but they open new possibilities for thinking about these relations and where we seek and find play space.
这篇文章是关于在澳大利亚纽卡斯尔寻找游戏空间,特别是滑板的人种志。街头滑板是在城市景观中由表面、物体和障碍物组成的“发现”点进行的非结构化游戏。在2019冠状病毒病封锁期间,由于无法进入现有的滑板场,寻找游戏空间成为封锁生活中令人兴奋的一部分,而行道树是定位不可预测的表面和角度的令人惊讶的路标。通过这些观察,本文探讨了街道树木在创造滑板游戏空间方面的潜力,并提出了三点观点。首先,与生活在公园、保护区和游乐场的树木相比,行道树作为潜在的玩耍空间被忽视了。至关重要的是,行道树通过以不可预测的方式组合和重新组合城市景观来创造游戏空间。其次,滑板者和树木在无序玩耍和破坏城市秩序方面是意想不到的盟友。第三,行道树通过改变建筑环境而产生滑板点,挑战了自然与城市、灰色与绿色、玩耍与被动、使用与滥用等相互排斥的概念。这些例子可能不符合人树关系的理想概念,但它们为思考这些关系以及我们在哪里寻找游戏空间提供了新的可能性。
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引用次数: 1
An ecological perspective on children’s play with digital technologies in South Africa and the United Kingdom 南非和英国儿童使用数字技术玩耍的生态视角
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2235466
F. Scott, J. Marsh, K. Murris, D. Ng’ambi, B. S. Thomsen, C. Bannister, J. Bishop, K. Dixon, T. Giorza, A. Hetherington, C. Lawrence, B. Nutbrown, B. Parry, J. Peers, E. Scholey
ABSTRACT This paper reports a mixed-methods study of the play of children (3–11) with digital technologies in South Africa (SA) and the United Kingdom (UK), discussing the interrelatedness of access to devices and the Internet, contextual realities, and adult-child relations. An adapted ecological model [Bronfenbrenner (1979) The ecology of human development: Experiments by nature and design. Harvard University Press] guided analysis. Parents and carers in the UK were more likely than their SA counterparts to report children's engagement in object, construction and transgressive digital play, correlating with access differences, especially to tablet devices. However, play incorporating technologies was extensive, even in contexts in SA with limited access to a wide range of devices or readily available internet. Despite relying primarily on smartphones, children in SA were more likely to create digital content unassisted than those in the UK. The qualitative data complicate understandings of particular play types, including transgressive digital play.
本文报告了一项混合方法研究,研究了南非(SA)和英国(UK) 3-11岁儿童使用数字技术的游戏情况,讨论了设备和互联网的相互关系、情境现实以及成人与儿童的关系。一个适应的生态模型[Bronfenbrenner(1979):人类发展的生态学:自然和设计的实验。][哈佛大学出版社]引导分析。英国的父母和照顾者比南非的父母和照顾者更有可能报告孩子参与物体、建筑和越界的数字游戏,这与访问差异有关,尤其是平板设备。然而,结合技术的游戏是广泛的,即使在SA的情况下,使用各种设备或随时可用的互联网也是有限的。尽管主要依赖智能手机,南非的孩子比英国的孩子更有可能在没有帮助的情况下创造数字内容。定性数据使对特定游戏类型的理解复杂化,包括越界的数字游戏。
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引用次数: 0
An exploration of outdoor play and wellbeing in Northern Irish primary schools 北爱尔兰小学户外游戏与健康的探索
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2235467
Catherine Latimer, K. Winter, K. Lloyd
ABSTRACT The increasingly poor physical and mental health outcomes for children in Northern Ireland are, in part, attributed to a sedentary, indoor lifestyle and a concern that children are not availing of outdoor play opportunities. For some children, the school playground is the only accessible outdoor space available to them and is therefore a critical site in terms of promoting wellbeing. This paper reports the findings of an exploratory study which investigated school staff’s attitudes and children’s views, perspectives and experiences of play in school playgrounds in Northern Ireland. The findings illustrate that the school playground shapes the way in which children access outdoor play through its physical, policy and social setup; and that the design, structure, management and provision of the school playground all play a role in shaping children’s play behaviours and enjoyment of play. Findings also indicate that children are not being consulted about their play space, and schools lack policies and training opportunities for staff regarding outdoor play. Based on the findings and applying concepts associated with the Affordance Framework [Gibson, J. J. (1979). The ecological approach to visual perception. Lawrence Erlbaum Associates], the transformative potential of restructuring primary school playgrounds in Northern Ireland is highlighted and implications for future research, policy and practice are outlined.
北爱尔兰儿童的身心健康状况越来越差,部分原因是久坐不动的室内生活方式以及对儿童没有利用户外游戏机会的担忧。对于一些孩子来说,学校操场是他们唯一可以使用的户外空间,因此是促进健康的关键场所。本文报告了一项探索性研究的结果,该研究调查了北爱尔兰学校工作人员的态度和儿童在学校操场上玩耍的观点、观点和经历。研究结果表明,学校操场通过其物理、政策和社会设置塑造了儿童获得户外游戏的方式;学校操场的设计、结构、管理和提供都在塑造儿童的游戏行为和游戏乐趣方面发挥着作用。调查结果还表明,没有就儿童的游戏空间征求他们的意见,学校缺乏有关户外游戏的政策和培训机会。基于发现和应用与功能框架相关的概念[Gibson, J. J.(1979)]。视觉感知的生态方法。Lawrence Erlbaum Associates],强调了重组北爱尔兰小学操场的变革潜力,并概述了对未来研究、政策和实践的影响。
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引用次数: 0
Books worth (re)reading 值得(重读)的书籍
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2235476
Elizabeth Tucker
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引用次数: 0
‘I don’t think that it’s play. Because we have to play’. Norwegian six-year-old children’s understandings of play when they start in primary school “我不认为这是游戏。因为我们必须玩。”挪威六岁儿童从小学开始对游戏的理解
IF 1 Q1 Social Sciences Pub Date : 2023-07-03 DOI: 10.1080/21594937.2023.2235469
Maja Reinåmo Olsson
ABSTRACT This article aims to explore how Norwegian six-year-old children talk about and show their understandings of play when they have just started primary school. The research design is a focused ethnographic fieldwork, reporting on participant observations and group interviews with children in the first year of primary school, and interpreted through a thematic analysis. The analysis indicates that the children consider play as important to the transition process and their everyday school life. They express and show their understandings of play in various ways, thematized as freedom of choice, resistance, and community. The article suggests that children’s joint play can be understood as an underlife in school and introduces the term playful (re)production as a theoretical approach for exploring children’s understandings of play. The study raises awareness of the role play has for children’s well-being, agency, and relationships with peers in the transition process and in general activities in school.
本文旨在探讨挪威六岁儿童在刚开始上小学时如何谈论和表达他们对游戏的理解。研究设计是一个重点的民族志田野调查,报告参与者的观察和对小学一年级儿童的小组访谈,并通过主题分析进行解释。分析表明,孩子们认为游戏对过渡过程和他们的日常学校生活很重要。他们以各种方式表达和展示他们对游戏的理解,主题是自由选择、抵抗和社区。本文认为,儿童的共同游戏可以理解为学校中的一种下层生活,并引入了“游戏(再)生产”这一术语,作为探索儿童对游戏理解的理论方法。该研究提高了人们对角色扮演在过渡过程和学校一般活动中对儿童的幸福感、能动性和与同伴的关系的认识。
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引用次数: 0
期刊
International Journal of Play
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