Encyclopedia of Play in Today's Society
The Encyclopedia of Play in Today´s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play-from learning to competition, mastery of nature, socialization, and cooperation-are included. Simply enough, this Encyclopedia explores play played for the fun of it!
# Available in both print and electronic formats
# Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth
# Considers the affects of play on child and adult development, particularly on health, creativity, and imagination
# Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history
# Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world
# Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France
# Adult Games
# Board and Card Games
# Children´s Games
# History of Play
# Outdoor Games and Amateur Sports
# Play and Education
# Play Around the World
# Psychology of Play
# Sociology of Play
# Toys and Business
# Video and Online Games
For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.
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|Aggressionaggression, China, Denkenthinking, IndienIndia, Kinderchildren, Kreativitätcreativity, Lernenlearning, Naturnature, Risikorisk, Spielgame, Spieltheoriegame theory|
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Beat hat dieses Buch während seiner Zeit am Institut für Medien und Schule (IMS) ins Biblionetz aufgenommen. Er hat dieses Buch einmalig erfasst und bisher nicht mehr bearbeitet. Beat besitzt kein physisches, aber ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf). Es gibt bisher nur wenige Objekte im Biblionetz, die dieses Werk zitieren.