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This article analyses empirical data including observations, videos and interviews from an ethnographic study of a multilingual, multiethnic school playground in London, UK. The analysis examines social uses of media references in playground games, drawing on literature in the field of consumer culture. The main argument is that children's consumer culture is constituted on the playground within media‐referenced...
Video games are well known for their interactive aspects. Through gameplay, players are given options to control characters, perform actions, and make decisions. These interactions typically impact a player's degree of success at the game. In games with characters and narratives, the interactions might even inform the player of character traits and abilities. Close-reading reveals how Brothers: A...
This paper considers the intersection of technology and play through the novel approach of gamification and its application to early years education. The intrinsic connection between play and technology is becoming increasingly significant in early years education. By creating an awareness of the early years adoption of technology into guiding frameworks, and then exploring the makeup of gaming elements,...
Although content analyses have found that superhero programs in the media portray strong gender stereotypes of masculinity, little research has examined the effects of viewing such programs. In the current study, 134 mothers of preschool children (from the Western and Northwestern United States) reported their child’s superhero exposure in the media, male-stereotyped play, weapon play, and parental...
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