ABSTRACT

This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer.

This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development.

chapter 1|8 pages

Introduction: Toys, Games, and Media

ByJeffrey Goldstein, David Buckingham, Gilles Brougère

part |2 pages

PART I: TOY CULTURE

chapter 3|18 pages

War Toys in the World of Fourth Graders: 1985 and 2002

ByGisela Wegener-Spöhring

chapter 4|18 pages

Toy Culture in Preschool Education and Children’s Toy Preferences

ByWaltraut Hartmann, Gilles Brougère

chapter 5|18 pages

Kitty Litter: Japanese Cute at Home and Abroad

ByChristine R. Yano

part |2 pages

PART II: CHILDREN AND DIGITAL MEDIA

chapter 7|16 pages

The Internet Playground

ByEllen Seiter

chapter 8|22 pages

The Internet and Adolescents: The Present and Future of the Information Society

ByMagdalena Albero-Andrés

chapter 10|20 pages

Learning With Computer Games

ByJonas Linderoth, Berner Lindström, Mikael Alexandersson

part |2 pages

PART III: HOW TECHNOLOGY INFLUENCES PLAY