101 Playground Games is a collection of active and engaging school playground games that will encourage active learning and social development among children at playtime, this second edition has been updated to include a wealth of new games from around the world. The school playground plays a crucial role in developing all aspects of children’s behaviour and interpersonal learning, and yet there is a growing awareness that children today do not play in the same sociable ways as previous generations. Encouraging children to play games can be hugely beneficial not only for their physical health but also for their social, emotional and mental health. This brilliant resource includes a practical toolkit of photocopiable and downloadable materials along with clear instructions for adults on how to organise a range of different types of games, including: • traditional games • chasing and catching games • singing and dancing games • skipping games and rhymes • parachute games • quiet games • co-operative games Ideal for teachers, lunchtime supervisors, breakfast and after school club leaders as well as group leaders for organisations such as scouts or guides to promote lively and enjoyable games, this book is particularly suited to children aged 5–11 years but can easily be adapted for older children. 101 Playground Games is a book that will make any playtime a richer experience for all.
Drawing from contributions of over 10,000 children from the streets, parks, playgrounds, and vacant lots of England, Scotland, and Wales, the Opies' classic account of the games children play provides the unwritten rules to hundreds of games, a discussion of their historic origins, and a fascinating glimpse of the child's secret world.
The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.
Drawing on ethnographic accounts of children's media-referenced play, this book explores children's engagement with media cultures and playground experiences, analyzing a range of issues such as learning, fantasy, communication and identity.
In Playborhood: Turn Your Neighborhood Into a Place for Play, you'll find inspiring stories of innovative communities throughout the US and Canada that have successfully created vibrant neighborhood play lives for their children. You'll also get a comprehensive set of step-by-step solutions to change your family and neighborhood cultures, so that your kids can spend less time in front of screens and in adult-supervised activities, and more time engaging in joyful neighborhood play.
The essential guide to game play therapy for mental health practitioners The revised and updated third edition of Game Play Therapy offers psychologists and psychiatrists a guide to game play therapy’s theoretical foundations and contains the practical applications that are appropriate for children and adolescents. Game playing has proven to invoke more goal-directed behavior, has the benefit of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. With contributions from noted experts in the field, the third edition contains information on the time-tested, classic games and the most recent innovations and advances in game play approaches. Game Play Therapy’s revised third edition (like the previous editions) continues to fill a gap in the literature by offering mental health practitioners the information needed to understand why and how to use this intervention effectively. The contributors offer advice for choosing the most useful games from the more than 700 now available and describe the fundamentals of administering the games. This important updated book: Contains material on the recent advances in the field including information on electronic games and disorder-specific games Includes illustrative case studies that explore the process of game therapy Reviews the basics of the underlying principles and applications of game therapy Offers a wide-range of games with empirical evidence of the effectiveness of game therapy Written for psychologists, psychiatrists, and other mental health clinicians, the revised third edition of Game Play Therapy offers a guide that shows how to apply game therapy techniques to promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety.
Winner of the 2022 Opie Prize Jeanne Pitre Soileau vividly presents children’s voices in What the Children Said: Child Lore of South Louisiana. Including over six hundred handclaps, chants, jokes, jump-rope rhymes, cheers, taunts, and teases, this book takes the reader through a fifty-year history of child speech as it has influenced children’s lives. What the Children Said affirms that children's play in south Louisiana is acquired along a network of summer camps, schoolyards, church gatherings, and sleepovers with friends. When children travel, they obtain new games and rhymes and bring them home. The volume also reveals, in the words of the children themselves, how young people deal with racism and sexism. The children argue and outshout one another, policing their own conversations, stating their own prejudices, and vying with one another for dominion. The first transcript in the book tracks a conversation among three related boys and shows that racism is part of the family interchange. Among second-grade boys and girls at a Catholic school, another transcript presents numerous examples in which boys use insults to dominate a conversation with girls, and girls use giggles and sly comebacks to counter this aggression. Though collected in the areas of New Orleans, Baton Rouge, and Lafayette, Louisiana, this volume shows how south Louisiana child lore is connected to other English-speaking places: England, Scotland, Ireland, Australia, and New Zealand, as well as the rest of the United States.
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.