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Play --- Play environments. --- Sociology, Urban. --- Psychological aspects. --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Urban sociology --- Cities and towns
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Links ways children thrive to the design of playgrounds
Play environments --- Playgrounds --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Play centers --- Public playgrounds --- School playgrounds --- Sports facilities --- Community centers --- Parks --- Design and construction. --- Planning. --- Child development. --- Child study --- Children --- Development, Child --- Developmental biology --- Development
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"Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Poke;mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world."-- "Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play (role-play, play with toys, etc.). The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, the physical environment, etc.). Gameworlds uses each chapter to discuss small-scale ethnographic studies and close analyses of particular videogames, with shorter sections addressing the theoretical and conceptual issues that arise. Building on detailed case studies, this is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world"--
Video games --- Virtual reality. --- Play environments. --- Social science --- Education --- Social aspects. --- Media Studies. --- Non-Formal Education. --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Social Science --- Media Studies
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Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.
Public spaces --- Play environments. --- Augmented reality. --- Digital media --- Psychological aspects. --- Espaces publics --- Aires de jeux --- Réalité augmentée --- Médias numérique --- Aspect psychologique --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Public places --- Social areas --- Urban public spaces --- Urban spaces --- Cities and towns --- SOCIAL SCIENCE / Media Studies --- ARCHITECTURE / Design, Drafting, Drawing & Presentation --- COMPUTERS / Programming / Games
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What we teach and the way we teach is being hotly debated within countries and between continents. Planning Learning Spaces demonstrates cutting-edge approaches to educational space design, from kindergarten to college studies, and explains how these spaces support education and enhance learning experiences. With contributions from leading professionals, including Herman Hertzberger and Sir Kenneth Robinson, Planning Learning Spaces is an invaluable resource for architects, interior designers, and educators.
School buildings --- Play environments --- Classroom environment --- School libraries --- 727.1 --- 727.1 Schoolarchitectuur. Scholenbouw. Schoolgebouwen --- Schoolarchitectuur. Scholenbouw. Schoolgebouwen --- Public school libraries --- Libraries --- Instructional materials centers --- Libraries and schools --- Classroom climate --- Climate, Classroom --- Environment, Classroom --- Classroom management --- School environment --- Teacher-student relationships --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Buildings, School --- School architecture --- School-houses --- Schoolhouses --- Public buildings --- School facilities --- Design and construction
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Forward-looking architectural concepts In all debates on school system reform, teaching methods, care facilities for young children or individual funding opportunities, educational objectives are almost always at the fore. The more often issues of allday schooling and inclusion are dealt with, the more important spatial concepts and aspects of aesthetics become. Results of Ư international performance tests and findings from the field of developmental psychology have revealed the considerable influence that quality architecture exerts ? from professional handling of design, colours, light00and more to one?s ability to learn, including sƯelf-determined learning and working. Therefore, the time has come for architects to deal with these issues and to familiarise themselves with the appropriate design Ưprinciples. In addition to brief theoretical asides ?best of DETAIL: Building for children? provides a wide range of completed projects ? from crèche to high school and community centres for children to youth Ưcentres ? that demonstrate fascinating solutions for Ưdiverse construction projects for children and Ưadolescents.
Architecture et enfants --- Garderies --- Écoles primaires --- Architecture and children. --- School facilities --- Play environments --- 725.57 --- Educational planning --- Children --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Planning. --- Openbare gebouwen ; gebouwen voor kinderen en het welzijn van kinderen --- 727.1 --- Architectuur ; met betrekking tot kinderen ; 21ste eeuw ; 2000-2016 --- Kinderdagverblijven ; crèches ; peutertuinen --- Scholenbouw ; voor kinderen en peuters --- Kindermeubilair --- Gebouwen voor opleiding en wetenschap ; scholen --- Ecole --- Bâtiment public --- Ergonomie --- Bâtiment scolaire --- Architecture and children --- 725.57 Kindertehuizen. Weeshuizen --- Kindertehuizen. Weeshuizen --- Planning --- Architecture et enfants. --- Garderies. --- Écoles primaires. --- Écoles primaires.
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Designing Cities with Children and Young People focuses on promoting better outcomes in the built environment for children and young people in cities across the world. This book presents the experience of practitioners and researchers who actively advocate for and participate with children and youth in planning and designing urban environments. It aims to cultivate champions for children and young people among urban development professionals, to ensure that their rights and needs are fully acknowledged and accommodated.With international and interdisciplinary contributors, this book sets out to build bridges and provide resources for policy makers, social planners, design practitioners and students. The content moves from how we conceptualize children in the built environment, what we have discovered through research, how we frame the task and legislate for it, and how we design for and with children. Designing Cities with Children and Young People ultimately aims to bring about change to planning and design policies and practice for the benefit of children and young people in cities everywhere.
City children --- City planning --- Architecture and children --- Play environments --- Children --- Cities and towns --- Civic planning --- Land use, Urban --- Model cities --- Redevelopment, Urban --- Slum clearance --- Town planning --- Urban design --- Urban development --- Urban planning --- Land use --- Planning --- Art, Municipal --- Civic improvement --- Regional planning --- Urban policy --- Urban renewal --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Children in cities --- Urban children --- City dwellers --- Urban teenagers --- Urban youth --- Government policy --- Management --- children [people by age group] --- playgrounds --- Environmental planning --- Political sociology --- urban planning --- participatory design --- Social geography --- City children. --- City planning. --- Architecture and children. --- Play environments. --- Enfants en milieu urbain --- Architecture et enfants --- Aires de jeux
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Parents obsess over their children's playdates, kindergarten curriculum, and every bump and bruise, but the toys, classrooms, playgrounds, and neighborhoods little ones engage with are just as important. These objects and spaces encode decades, even centuries of changing ideas about what makes for good child-rearing--and what does not. Do you choose wooden toys, or plastic, or, increasingly, digital? What do youngsters lose when seesaws are deemed too dangerous and slides are designed primarily for safety? How can the built environment help children cultivate self-reliance? In these debates, parents, educators, and kids themselves are often caught in the middle. Now, prominent design critic Alexandra Lange reveals the surprising histories behind the human-made elements of our children's pint-size landscape. Her fascinating investigation shows how the seemingly innocuous universe of stuff affects kids' behavior, values, and health, often in subtle ways. And she reveals how years of decisions by toymakers, architects, and urban planners have helped--and hindered--American youngsters' journeys toward independence. Seen through Lange's eyes, everything from the sandbox to the street becomes vibrant with buried meaning. The Design of Childhood will change the way you view your children's world--and your own.
Play environments --- Playgrounds --- Toys --- Child development --- Families --- 772.91 --- productdesign --- productdesign ; 1995 --- -design --- speelgoed --- speelplaatsen --- speeltuinen --- kinderen --- kindermeubelen --- educatief speelgoed --- stadsplanning --- stadsontwikkeling --- scholen --- huizen --- meubelen --- ontwerpprincipes --- 770.6 --- Family --- Family life --- Family relationships --- Family structure --- Relationships, Family --- Structure, Family --- Social institutions --- Birth order --- Domestic relations --- Home --- Households --- Kinship --- Marriage --- Matriarchy --- Parenthood --- Patriarchy --- Child study --- Children --- Development, Child --- Developmental biology --- Amusements --- Children's paraphernalia --- Infants' supplies --- Miniature objects --- Child play areas --- Children's play areas --- Children's play environments --- Play areas --- Play environment --- Recreation areas --- Design and construction --- Life Stages&delete& --- Infants and Toddlers --- productdesign, afzonderlijke doelgroepen --- productdesign, filosofie, esthetiek en kritiek --- Social aspects --- Social conditions --- Development --- Child development. --- Play --- Aires de jeux --- Terrains de jeux --- Jouets --- Enfants --- Jeu --- Design and construction. --- Psychological aspects --- Conception et construction --- Développement --- Aspect psychologique --- 749:688.7 --- Industrieel design voor kinderen --- Gebouwen voor kinderen --- Scholenbouw ; voor kinderen en peuters --- Speeltuigen ; Meubels voor kinderen --- Stedenbouw ; speelmogelijkheden voor kinderen --- Life Stages --- Meubelkunst en design ; speeltuinen, speelgoed, meubels voor kinderen
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