The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcome the unnecessary polarization of the discourses on...
For a child playing games is very important, because through it, he gets to know the world. It also...
The purpose of this project is to examine the ways in which classical and modern theories of play ma...
This article provides a synthesis of a group of research studies conducted to better understand in w...
Everybody seems to have an opinion about the value, risks and opportunities of children playing digi...
<div>In the early childhood education literature, a growing number of studies have referenced <i>dig...
Play for play’s sake is viewed a child’s primary occupation from which meaning is derived that trans...
Abstract In addition to gaming, there are many other activities around digital games. These metagam...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Digital games attract children and young people with imaginary worlds, fascinating stories, and shar...
This argumentative study focused on the relationship between children's traditional play cultures an...
This chapter is about the kinds of thinking prompted when young children engage with a broad range o...
New interactive physical-digital play technologies are shaping the way children play. These technolo...
This study explores very young children performing and talking about game characters in their everyd...
The current paper presents a first qualitative study into the motivations and perceptions that under...
We begin with questions that offer multiple answers and open a debate which will give a more complet...
For a child playing games is very important, because through it, he gets to know the world. It also...
The purpose of this project is to examine the ways in which classical and modern theories of play ma...
This article provides a synthesis of a group of research studies conducted to better understand in w...
Everybody seems to have an opinion about the value, risks and opportunities of children playing digi...
<div>In the early childhood education literature, a growing number of studies have referenced <i>dig...
Play for play’s sake is viewed a child’s primary occupation from which meaning is derived that trans...
Abstract In addition to gaming, there are many other activities around digital games. These metagam...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Digital games attract children and young people with imaginary worlds, fascinating stories, and shar...
This argumentative study focused on the relationship between children's traditional play cultures an...
This chapter is about the kinds of thinking prompted when young children engage with a broad range o...
New interactive physical-digital play technologies are shaping the way children play. These technolo...
This study explores very young children performing and talking about game characters in their everyd...
The current paper presents a first qualitative study into the motivations and perceptions that under...
We begin with questions that offer multiple answers and open a debate which will give a more complet...
For a child playing games is very important, because through it, he gets to know the world. It also...
The purpose of this project is to examine the ways in which classical and modern theories of play ma...
This article provides a synthesis of a group of research studies conducted to better understand in w...