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Definition

Digital play can be a whole range of different types of play involving digital technologies in both online and offline settings. This includes activities related to console and computer games, Internet sites and search engines, electronic smart toys, mobile technologies, smartphones, tablets, and the creation of digital content. Children have access to a wider range of technologies compared to previous generations, and research is still trying to figure out how digital technologies affect children's play. 

Brooker, L. et al. (2014) SAGE Handbook of Play and Learning in Early Childhood (Book)

Abstract:

'This Handbook offers diverse perspectives from scholars across the globe who help us see play in new ways. At the same time the basic nature of play gives a context for us to learn new theoretical frameworks and methods. A real gem!'
- Beth Graue, Department of Curriculum and Instruction, Wisconsin Center for Education Research, USA

Play and learning scholarship has developed considerably over the last decade, as has the recognition of its importance to children’s learning and development.

Containing chapters from highly respected researchers, whose work has been critical to building knowledge and expertise in the field, this Handbook focuses on examining historical, current and future research issues in play and learning scholarship.

Organized into three sections which consider:

theoretical and philosophical perspectives on play and learning
play in pedagogy, curriculum and assessment
play contexts.

The Handbook's breadth, clarity and rigor will make it essential reading for researchers and postgraduate students, as well as professionals with interest in this dynamic and changing field.

Liz Brooker is Reader in Early Childhood in the Faculty of Children and Learning at the Institute of Education, University of London.

Mindy Blaise is an Associate Professor of Early Childhood Education in the Department of Early Childhood Education at the Hong Kong Institute of Education.

Susan Edwards is Associate Professor in Curriculum and Pedagogy at Australian Catholic University.

Date:
January 2014
Publisher or Journal:
Volume:
Page/s:
Synonyms:
  • Cultural context
  • Developmental outcomes
  • Digital play
  • Learning
  • Outdoor play
  • Physical play
  • Play assessment
  • Playful learning
  • Playfulness
  • Playground
  • Pretend play

Ferreira, P. (2015) Why Play? Examining the Roles of Play in ICTD (Journal Article)

Abstract:

Please click on the link provided below to read the abstract.

Author/s:
Date:
January 2015
Volume:
1
Page/s:
12
Synonyms:
  • Digital play
  • Games with rules
  • Literature review
Relevant age group/s:
Research discipline:

Lee, Y. et al. (2012) Are there cultural differences in how we play? Examining cultural effects on playing social network games (Journal Article)

Abstract:

Digital games embedded in social network sites are one of the driving forces behind the expansion of digital gamer populations. Previous studies have observed different usage patterns between users in different ethnic groups and countries, suggesting that culture orientations may affect how people play and interact through social network games. This study examined how people's culture orientations affect usage patterns with measures of vertical and horizontal individualism-collectivism. The findings indicate that culture does not directly affect usage patterns. Instead, the effects on usage patterns are mediated by people's expected outcomes of playing social network games. Vertical culture orientations predicted social expected outcomes. Individualism predicted status expected outcomes, but in different directions on the dimensions of vertical or horizontalness. Vertical collectivism was the only culture orientation that indirectly predicted buying in-game products with real money. Implications for game designers and markers are discussed. © 2012 Elsevier Ltd. All rights reserved.

Author/s:
Date:
January 2012
Publisher or Journal:
Volume:
28
Page/s:
1307-1314
Synonyms:
  • Digital play
  • Games with rules
  • Social play
Relevant age group/s:
Research discipline:

Madej, K. (2016) Physical Play and Children’s Digital Games (Book)

Abstract:

Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play`s role in our society. In particular, Vygotsky`s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children`s development, in particular, physical, or somatic play. The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts.

Author/s:
Date:
January 2016
Publisher or Journal:
Volume:
Page/s:
Synonyms:
  • Cultural context
  • Developmental outcomes
  • Digital play
  • Games with rules
  • Learning
  • Physical play
Relevant age group/s: