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Self-handicapping in object play: how belugas (Delphinapterus leucas) make play difficult 物体游戏中的自我设限:白鲸如何使游戏变得困难
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-19 DOI: 10.1080/21594937.2022.2152535
J. R. Ham, Malin K. Lilley, Malin R. Miller, J. Leca, S. Pellis, Heather M. Manitzas Hill
ABSTRACT Although observed in animals from various taxa, object play is not well studied. While studying object play in managed care belugas (Delphinapterus leucas), we noticed that, in some cases, the belugas self-handicap their play. For example, a beluga may push a ball onto a ledge, so that the object can only be reached by the beluga beaching itself. Self-handicapping has been described in locomotor and social play, but is rarely, if ever, reported in object play. The belugas of this study self-handicap themselves while playing with objects in 3.9% of cases. All nine of the immature belugas were observed to self-handicap, which accounted for 90.6% of the self-handicapping bouts observed. Even though rare, some degree of self-handicapping may be important in ensuring continued playfulness irrespective of the type of play involved. Broader comparative studies on the presence and role of self-handicapping across species and types of play are needed.
虽然在不同分类群的动物中都有观察到,但对物体游戏的研究并不充分。在研究管理护理白鲸(Delphinapterus leucas)的对象游戏时,我们注意到,在某些情况下,白鲸自己妨碍了它们的游戏。例如,白鲸可能会把一个球推到一个突出的地方,所以只有白鲸自己才能够到这个物体。自我障碍在运动和社交游戏中有描述,但在物体游戏中很少有报道。在这项研究中,有3.9%的白鲸在玩物体时自我致残。9只幼白鲸均出现自残,占观察到的自残次数的90.6%。尽管这种情况很少见,但某种程度的自我设限对于确保持续的游戏性是很重要的,而不管涉及到哪种类型的游戏。需要对跨物种和游戏类型的自我设限的存在和作用进行更广泛的比较研究。
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引用次数: 3
Risky play in children’s emotion regulation, social functioning, and physical health: an evolutionary approach 风险游戏对儿童情绪调节、社会功能和身体健康的影响:一种进化方法
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-19 DOI: 10.1080/21594937.2022.2152531
Ellen Beate Hansen Sandseter, Rasmus Kleppe, L. E. Ottesen Kennair
ABSTRACT The focus of this theoretical paper is to explore three biopsychosocial levels of children’s risky play: (1) mental health and emotion regulation, (2) social functioning and challenging norms, and (3) physical health and development. As such, in this paper, we expand Sandseter’s and Kennair’s focus in their original article in 2011 on the evolved function of risky play as an anti-phobic mechanism, and consider other types of risk than physical risks and other types of play, including other types of emotional regulation than anxiety reduction. Motivated by the thrilling emotions involved in risky play, one matures in competency and masters new and more complex psychosocial settings. Play with emotional, social, and physical risk may have evolved to increase the child’s psychosocial competency here-and-now, but also train them for future adult contexts. We recommend that future research consider how risky play in all contexts may have a similar function.
摘要本理论论文的重点是探讨儿童风险游戏的三个生物心理社会层面:(1)心理健康和情绪调节;(2)社会功能和挑战规范;(3)身体健康和发展。因此,在本文中,我们扩展了Sandseter和Kennair在2011年的原始文章中关于冒险游戏作为一种抗恐惧机制的进化功能的重点,并考虑了其他类型的风险,而不是身体风险和其他类型的游戏,包括其他类型的情绪调节,而不是减少焦虑。在冒险游戏中激动人心的情绪的激励下,一个人的能力逐渐成熟,并掌握了新的、更复杂的社会心理环境。玩情感、社交和身体上的风险游戏可能已经进化到可以提高孩子此时此刻的社会心理能力,但也可以训练他们为未来的成人环境做准备。我们建议未来的研究考虑在所有情况下冒险游戏可能具有相似的功能。
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引用次数: 7
The evolution of aggressive and amicable play fighting in primates: a phylogenetic perspective 灵长类动物攻击性和友好的游戏战斗的进化:系统发育的观点
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-19 DOI: 10.1080/21594937.2022.2152537
S. Pellis, V. Pellis, J. R. Ham
ABSTRACT Play fighting involves competing for an advantage, which can be derived from behavior typical of conspecific aggression, predation, sexual and other affinitive contexts. Here the phylogenetic distribution of aggressive play fighting (involving biting) and amicable play fighting (involving grooming and mounting) in juveniles of 48 species of primates was analyzed. Both aggressive and amicable play fighting were likely equally present in ancestral primates, and then some lineages either maintained that pattern or exaggerated the use of one type relative to the other. In species engaging in both types of play, the ancestral pattern is for them to remain distinct, with sequences of one type not transforming into sequences of the other type. In two genera, mixing types of play was exaggerated, with rapid bidirectional transitions between aggressive and amicable play. These findings suggest that different types of play evolved independently and their combination is a secondarily evolved, derived state.
游戏打斗包括竞争优势,这可以从同种攻击、捕食、性和其他亲和环境的典型行为中获得。本文分析了48种灵长类动物幼体的攻击性游戏打斗(包括撕咬)和友好游戏打斗(包括梳理和骑马)的系统发育分布。在灵长类祖先中,攻击性打斗和友好打斗可能同样存在,然后一些谱系要么保持这种模式,要么相对于另一种类型夸张地使用一种类型。在参与两种类型游戏的物种中,祖先的模式是让它们保持不同,一种类型的序列不会转化为另一种类型的序列。在两种类型中,混合类型的游戏被夸大了,在侵略性和友好的游戏之间快速双向转换。这些发现表明,不同类型的游戏是独立进化的,它们的结合是一种次级进化的衍生状态。
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引用次数: 0
Review of the roles of materials, permissiveness, and structure in play-based social interventions for autistic youth 自闭症青少年基于游戏的社会干预中材料、容许性和结构的角色回顾
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-19 DOI: 10.1080/21594937.2022.2152534
Jeffrey MacCormack, Elizabeth D. Kilmer
ABSTRACT For youth on the autism spectrum, play offers rich opportunities for the development of social competence. Play-based activities are well suited for social skills interventions because the structure of the game play can easily incorporate the youths’ interests and can be designed to mimic social rules. Despite the wealth of literature on the topic of play-based learning, it is not clear how play factors such as play materials (toys, objects, imaginative spaces), permissiveness (player autonomy), and structure (role-based play, interaction rules) contribute to skill development. This paper reviews the literature on play-based social interventions and will compare three play-based approaches based on materials, permissiveness, and structure: (a) LEGO-therapy, (b) virtual environment social program, and (c) therapeutically applied role-playing games. Implications of the results for practitioners and researchers are discussed.
对于自闭症谱系的青少年来说,玩耍为发展社交能力提供了丰富的机会。基于游戏的活动非常适合社会技能干预,因为游戏玩法的结构可以很容易地结合青少年的兴趣,并且可以设计成模仿社会规则。尽管关于基于游戏的学习的主题有大量的文献,但我们并不清楚诸如游戏材料(玩具、物体、想象空间)、许可(玩家自主权)和结构(基于角色的游戏、互动规则)等游戏因素如何促进技能发展。本文回顾了基于游戏的社会干预的文献,并将基于材料,许可和结构比较三种基于游戏的方法:(a)乐高疗法,(b)虚拟环境社会计划,(c)治疗应用角色扮演游戏。讨论了结果对从业者和研究人员的影响。
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引用次数: 0
Social games that belugas (Delphinapterus leucas) play 白鲸玩的社交游戏
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-19 DOI: 10.1080/21594937.2022.2152536
Heather M. Manitzas Hill, Nicole Ortiz, Katie Kolodziej, J. R. Ham
ABSTRACT Play is an important indicator of physical strength, cognitive functioning, and overall welfare for animals. Performed independently or cooperatively, play provides animals, including humans, opportunities to test and practice various physical abilities, social interactions, and object investigations. One area that is often overlooked in animal play is the presence and nature of games. Sometimes considered the social glue of human cultures, games enable participants to practice different moves, cooperatively follow a shared set of rules, and have ‘fun.’ Using archived footage collected from a stable beluga population in managed care for nearly 15 years, we examined spontaneous, untrained social interactions (i.e. games played) between two or more belugas. Social games encompassed repeated, role exchanges that involved a set of rules developed and shared between the interactants. The belugas engaged in seven different games: locomotor-based games with and without contact, triadic play involving inanimate objects and water, and socio-sexual play. Although most social games involved immature animals, some games did occur with adults. This catalog and description of the variety of games played by belugas will enable us to understand the role social behavior has in behavioral development and individual animal welfare.
玩耍是动物体能、认知功能和整体福利的重要指标。独立或合作的游戏为动物(包括人类)提供了测试和练习各种身体能力、社会互动和对物体进行调查的机会。在动物游戏中经常被忽视的一个领域是游戏的存在和本质。游戏有时被认为是人类文化的社会粘合剂,它使参与者能够练习不同的动作,合作遵循一套共同的规则,并获得“乐趣”。“我们使用了近15年来从一个稳定的白鲸种群中收集的存档镜头,研究了两只或更多白鲸之间自发的、未经训练的社会互动(即玩游戏)。”社交游戏包含了重复的角色交换,包括一系列规则的制定和互动。白鲸参与了七种不同的游戏:基于运动的游戏,有接触和没有接触的游戏,涉及无生命物体和水的三合一游戏,以及社会性游戏。尽管大多数社交游戏都是针对未成熟的动物,但也有一些游戏是针对成年动物的。白鲸所玩的各种游戏的目录和描述将使我们能够理解社会行为在行为发展和个体动物福利中的作用。
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引用次数: 3
Teamwork 团队合作
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-06 DOI: 10.1080/21594937.2022.2111862
D. Barnes
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引用次数: 0
The seriousness of play: Johan Huizinga’s Homo Ludens and the demise of the play-element 游戏的严肃性:Johan Huizinga的《Ludens》和游戏元素的消亡
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-11-27 DOI: 10.1080/21594937.2022.2135537
Jonathan Stelzer
ABSTRACT This essay argues that a modern shift towards an institutionalisation of the division between play and seriousness is reflected in a conceptual division more generally between these two concepts. As the play-element is foundational to culture, and indeed to the preservation of life more generally, the implications of this conceptual divorce are not to be underestimated. When the once playful spheres of democratic politics, war and international relations morph into pure seriousness, barbarism and naked cruelty follow as natural consequences. Accordingly, I will criticise the impoverishment of a simplistic concept of play that sets itself in opposition to seriousness, whilst also criticisng the consequent development of a society that undergirds this conceptual separation.
本文认为,游戏与严肃区分的制度化的现代转变反映在这两个概念之间更普遍的概念划分上。由于游戏元素是文化的基础,甚至更普遍地说,是保存生命的基础,这种观念上的离婚的含义不容低估。当民主政治、战争和国际关系等曾经好玩的领域变成纯粹的严肃时,野蛮和赤裸裸的残忍就会自然而然地随之而来。因此,我将批评一个简单的游戏概念的贫乏,它将自己置于严肃性的对立面,同时也批评一个巩固这种概念分离的社会的后续发展。
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引用次数: 0
Zuthoria
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-11-07 DOI: 10.1080/21594937.2022.2111871
Céili Eileen Klaus
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引用次数: 0
Investigating the role of gamification in public libraries’ literacy-centered youth programming 调查游戏化在公共图书馆以扫盲为中心的青少年项目中的作用
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-02 DOI: 10.1080/21594937.2022.2136637
Simone Downie, S. Proulx
ABSTRACT To support youth literacy, U.S. public libraries must constantly evaluate and adjust their offerings to better support how children engage in educational experiences and integrate the latest trends in teaching and learning. This mission makes libraries a unique source of insight into developing perspectives and pedagogy. The authors were curious whether gamification – an increasingly popular design approach – is one of these modern influences. Using online and social media content, the authors developed a list of common youth literacy strategies used by top libraries; this list was then analyzed for elements of gamification. Summer reading clubs, group storytimes, and physical environments stood out as the main initiatives imbued with gamification to better engage and motivate young readers. The goal of the discussion is to help librarians and educators build a foundational knowledge of what gamification is, what it looks like in practice, and what benefits it provides in a learning environment.
为了支持青少年扫盲,美国公共图书馆必须不断评估和调整其产品,以更好地支持儿童参与教育体验,并整合最新的教与学趋势。这一使命使图书馆成为了解发展观点和教学方法的独特来源。作者很好奇游戏化——一种越来越流行的设计方法——是否是这些现代影响之一。利用在线和社交媒体内容,作者列出了顶级图书馆常用的青少年扫盲策略;然后分析这个列表中的游戏化元素。夏季阅读俱乐部、小组故事时间和物理环境成为融入游戏化的主要举措,以更好地吸引和激励年轻读者。讨论的目标是帮助图书馆员和教育工作者建立一个基本的知识,游戏化是什么,它在实践中是什么样子的,以及它在学习环境中提供了什么好处。
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引用次数: 1
‘Sociali persona ludens’: the social component of human play “社会人格”:人类游戏的社会成分
IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-02 DOI: 10.1080/21594937.2022.2136640
F. Lebed
ABSTRACT Social background is a vital element of human play, realizing with the overt and covert transference of social norms as relevant values in public discourse. The interdisciplinary discussion proposed in this article makes it possible to propose a 3D model of ‘sociali persona ludum’ in the concluding part of the study. The model suggests three kinds of domains that together, create each socially dependent person's play: (1) the emergent domain of escapes to the so-called ‘being there’ of play (2) the domain of contents, and (3) the domain of uncertainties. They are functions of different basic features of human play that are analyzed here – the quantity and quality of playing agents, plots of games, and interactions between agents – placed on three Cartesian axes. In addition to the scholarly thesis suggested by this model, one can see it as a possible framework for for different applicative needs.
社会背景是人类游戏的一个重要因素,它通过社会规范在公共话语中作为相关价值的公开和隐蔽的转移来实现。本文提出的跨学科讨论使得在研究的结论部分提出“社会人格”的3D模型成为可能。该模型提出了三种共同创造每个社会依赖者游戏的领域:(1)逃避所谓“存在”游戏的紧急领域(2)内容领域,(3)不确定性领域。它们是人类游戏的不同基本特征的函数,这里分析了这些特征——游戏代理的数量和质量、游戏情节以及代理之间的互动——放在三个笛卡尔轴上。除了该模型提出的学术论文外,人们还可以将其视为满足不同应用需求的可能框架。
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引用次数: 0
期刊
International Journal of Play
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