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Toys, Games, and Media
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Table of Contents

Contents: G. Brougere, D. Buckingham, J. Goldstein, Introduction: Toys, Games, and Media. Part I:Toy Culture.A. Powers, The Revival of the English Toy Theatre. G. Wegener-Spohring, War Toys in the World of Fourth Graders. W. Hartmann, G. Brougere, Toy Culture in Preschool Education and Children's Toy Preferences. C.R. Yano, Kitty Litter: Japanese Cute at Home and Abroad. E. Grugeon, From Pokemon to Potter: Trainee Teachers Explore Children's Media-Related Play, 2000-2003. Part II:Children and Digital Media.E. Seiter, The Internet Playground. M. Albero-Andres, The Internet and Adolescents: The Present and Future of the Information Society. S. Kline, Learners, Spectators, or Gamers? An Investigation of Digital Play in the Media Saturated Household. J. Linderoth, B. Lindstrom, M. Alexandersson, Learning With Computer Games. Part III:How Technology Influences Play.M. Allen, Tangible Interfaces in 'Smart Toys'. D. Bergen, Preschool Children's Play With Rescue Heroes: Effects of Technology-Enhanced Figures on the Themes of Play. L. Plowman, R. Luckin, Children's Interaction with 'Smart' Toys. M. Fabregat, M. Costa, M. Romero, Adaptation of Traditional Toys and Games to New Technologies: New Products Generation.

Reviews

"Toys, Games, and Media provides an impressive overview of the toy culture, children, and digital media, and the influence of technology on play." "Highly Recommended."
—CHOICE"Toys, Games, and Media provides a fascinating picture of the ways in which computer-mediated play is transforming the lives of both children and adults in the twenty-first century. It both raises and helps to answer important questions about our rapidly changing media environment. The book has much to recommend it. Its perspective is multicultural."
—Journalism and Mass Communication Quarterly

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