Digital play
A new classification
Bibliographic Data
| ID | 23318319 |
|---|---|
| Authors | J Marsh (0000-0001-6192-6198, University of Sheffield, corresponding author), L Plowman (0000-0003-2068-6428, University of Edinburgh), Dylan Yamada-Rice, Dylan Yamada‐Rice (0000-0002-3917-9197, University of Sheffield), Julia Bishop (0000-0003-1926-9715, University of Sheffield), Fiona Scott (0000-0002-3543-6635) |
| Year | 2016 |
| Volume | 36 |
| Issue | 3 |
| Pages | 242-253 |
| Publication date | 2016-07-02 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Early Years (JOURNAL) |
| Journal identifiers | ISSN: 0957-5146 • E-ISSN: 1472-4421 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/09575146.2016.1167675 |
| OpenAlex | W2305946588 |
| Language | EN |
| Citations received | 65 |
| References cited | 25 |
This paper draws on an ESRC-funded study of play and creativity in preschool-aged children’s use of apps in the UK. The main objectives of the study were to collect information about access to and use of apps in the home, establish the most popular apps and identify the features of those apps that are successful in promoting play and creativity. A mixed-method approach was used to collect data, including video filming of children using the most popular apps. In identifying play types that emerged in the analysis of data, the team utilised an established taxonomy, which outlines sixteen play types. This taxonomy was reviewed and adapted to analyse data from the project relating to digital play. Through this process, an additional type of play, transgressive play, was identified and added to the taxonomy. The paper outlines the implications of the revised taxonomy for future studies of play.
Creativity · Data science · Taxonomy (biology) · World Wide Web · Child Development and Digital Technology · Computer Science · Early Childhood Education and Development · Impact of Technology on Adolescents · Psychology · Social Psychology
Hábitos de uso y consumo de pantallas inteligentes entre niños/as de 7 a 9 años en España
Using Digital Game-based Learning to Foster Multimodal Literacy in Left-behind Children of Migrant Workers
Access and Use of Digital Technologies in Early Childhood
Young people, digital mediation, and transformative agency, special issue (part 1)
Digitally amplified practices
Tool for Observing Play Outdoors (Topo)
Concepts for Early Childhood Education and Care in the Postdigital
Children’s Spatial Play With a Block Building Touchscreen Application
Russian and Indian preschool educators’ beliefs about play activities
Entrepreneurship Skills Among Young Learner Through Play Strategy
Views of Parents on Using Technology-Enhanced Toys in the Free Play of Children Aged One to Four Years
How young children’s play is shaped through common iPad applications
Digital play and technical code
Researching digital inequalities in children’s play with technology in South Africa
Young chinese children's remote peer interactions and social competence development during the Covid-19 pandemic
“And then it’s my turn”
Children’s digital play as collective family resilience in the face of the pandemic
Young children’s digital literacy practices in the sociocultural contexts of their homes
Encountering the world with voice search
Playing Minecraft
Exploring children’s meaning-making as they interact with digital artworks through play at a museum exhibition
String figuring toy pedagogy in kindergartens through sticky photos
Minecraft and Super Mario as enacted in a preschool setting
Children as designers of their play and builders of their knowledge
Zoom play
Digital pop-ups
A qualitative case study about overuse of digital play at home
Towards a multimodal dialogic understanding of early writing development in school
Reimagining the “Well” (Digitally) Literate Body
Examining the psychological content of digital play through Hedegaard's model of child development
Evolution of Fashion as Play in the Digital Space
Playfully building resilience
Exploring Korean parents’ meanings of digital play for young children
Digital and multimodal childhoods
Absorbency and utensilency
Children's Play in the Context of Digital Transformation
Digital citizenship education with 3–5-year-olds in an Australian kindergarten
Cyber-safety and Covid-19 in the early years
Exploring the pedagogic culture of creative play in early childhood education
The screen and the sand-timer
Body-worn cameras as a research tool in early years settings
Under threes’ play with tablets
Photography as play
I just go headbutt a tree or something’
Visible parenting, invisible pressure
Towards understanding young children’s digital lives in China and Australia
An exploration of robot programming as a foundation for spatial reasoning and computational thinking in preschoolers’ guided play
Billy goats crossing the cyber-bridge
Imaginative play in digital environments
Young children’s use of an augmented reality sandbox to enhance spatial thinking
Youth development under digital surveillance
Digital Role-Play
Ecec educators’ Attitudes and Perceptions Toward and Supportive Role in children’s Digital Gameplay
Relational Bleeding, Bending, and Diffraction
Children's agency within digital play and learning
Parents’ digital competence in guiding and supervising young children's use of the Internet
Parents perceptions of online physical activity and leisure with early years children during Covid-19 and beyond
Implementing ICT for Supporting Learning? A Case Study of an ICT-Exemplary Kindergarten in Urban China
Improving young children's self-regulation skills in pretend play in the digital age
Mimetic Production in YouTube Toy Unboxing Videos
The influence of pretend 'technologies' on children's cognitive development in symbolic play
A theoretical framework for understanding children's learning at play in a hybrid reality
An ecological perspective on children's play with digital technologies in South Africa and the United Kingdom
Realising the 'right to play' in the special school playground
Situating the Appeal of Fortnite Within Children's Changing Play Cultures
Multimodality
Man, Play and Games
The lore and language of schoolchildren
Children's games in street and playground
Researching with Young Children
Three questions about the Internet of things and children
Young Children’s Play in Online Virtual Worlds
Developing an understanding of young children's learning through play
The Analysing Children's Creative Thinking framework
Changing play
The (im)materiality of literacy
Why Horror? The Peculiar Pleasures of a Popular Genre
| Unique citing works | 65 |
|---|---|
| Citations per year | 7,22 |
| Citation span | 2017 - 2026 (10) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 60 |