Emma Reay
Biographic Data
| ID | 669718 |
|---|---|
| NAME | Emma Reay |
| GIVEN NAMES | Emma |
| FAMILY NAME | Reay |
| SIGNATURE | REAY E |
| AFFILIATIONS | Homerton University Hospital |
| ORCID | 0000-0003-2193-6564 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
The Child in Videogames
This book expands representations to include depictions of children & childhood, demonstrating that age-based identities are being altered by videogames
Typologies and Features of Play in Mobile Games for Mental Wellbeing
Background The smartphone market is saturated with apps and games purporting to promote mental wellness. There has been a significant number of studies assessing the impact of these digital interventions. Motivation The majority of review papers solely focussed on the impact of strict rules and award systems of the apps. There is comparatively little attention paid to other game techniques designed to encourage creativity, a lusory attitude, and …
Videogames as an ‘Unheroic’ Medium
In this article, I examine two contemporary videogames that engage critically and imaginatively with conventional definitions of heroism. In Röki (Polygon Treehouse) and Knights and Bikes (Foam Sword Games), the child-avatars loosen the connection between maturity and self-reliance by framing interdependence as both an inevitable and a desirable condition of human society. Furthermore, by emphasizing children's supposed malleability, these games …
Kideogames
The absence of children’s texts and ludic texts from traditional literary canons, curricula, journals, and conferences might appear obvious, practical, and natural—a straightforward reflection of theoretical and methodological divergence, and of the way texts are grouped outside of academic study. However, these seemingly self-evident explanations do not hold up under scrutiny. In this article, I posit that the omission of children’s texts and lu…
No prominent works on this page.
Kideogames
The absence of children’s texts and ludic texts from traditional literary canons, curricula, journals, and conferences might appear obvious, practical, and natural—a straightforward reflection of theoretical and methodological divergence, and of the way texts are grouped outside of academic study. However, these seemingly self-evident explanations do not hold up under scrutiny. In this article, I posit that the omission of children’s texts and lu…
Typologies and Features of Play in Mobile Games for Mental Wellbeing
Background The smartphone market is saturated with apps and games purporting to promote mental wellness. There has been a significant number of studies assessing the impact of these digital interventions. Motivation The majority of review papers solely focussed on the impact of strict rules and award systems of the apps. There is comparatively little attention paid to other game techniques designed to encourage creativity, a lusory attitude, and …
Videogames as an ‘Unheroic’ Medium
In this article, I examine two contemporary videogames that engage critically and imaginatively with conventional definitions of heroism. In Röki (Polygon Treehouse) and Knights and Bikes (Foam Sword Games), the child-avatars loosen the connection between maturity and self-reliance by framing interdependence as both an inevitable and a desirable condition of human society. Furthermore, by emphasizing children's supposed malleability, these games …
The Child in Videogames
This book expands representations to include depictions of children & childhood, demonstrating that age-based identities are being altered by videogames
Child Development and Digital Technology (3 works) · Digital Games and Media (3 works) · Psychology (3 works) · Aesthetics (2 works) · Epistemology (2 works) · Literature (2 works) · Social Psychology (2 works) · Sociology (2 works) · Ambiguity (1 work) · Art (1 work)