Dissertations / Theses on the topic 'Play'

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1

Huayta, Pinedo Tessy Romina, Canal Christian Jaime Oliva, Reyes Janet Estela Robles, and Suarez Geraldine Winiber Vilchez. "Plan de Negocios Play Day S.A.C." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/623046.

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El objetivo de crear Play Day es ofrecer un valor agregado a los padres de familia que buscan pasar un momento de diversión con sus hijos en las fechas más importantes de celebración. Es así que Play Day “Reconéctate Jugando”, ofrece el servicio de alquiler de videojuegos para amenizar fiestas infantiles y diversos eventos con un concepto innovador que busca reconectar a todos los invitados con la participación de un animador que será el encargado de fomentar la participación e integración de todos los asistentes, motivo por el cual consideramos que nuestra propuesta es innovadora debido a que no existe en el mercado peruano un servicio que promueva esos beneficios de reconexión y además que integre en su equipo a un animador para cada evento; por tanto, la estrategia que vamos utilizar será la diferenciación.
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McNeil, Sallman Cyndi. "Play therapy : an overview and marketing plan." Manhattan, Kan. : Kansas State University, 2007. http://hdl.handle.net/2097/363.

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Barry, Donna Leigh. "Play of place of play." Thesis, Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/23453.

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Mulinder, Guy. "Master of Fine Arts Thesis in Playwriting." Thesis, University of Canterbury. Humanities, 2011. http://hdl.handle.net/10092/5236.

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Banker, Sarah M. "Play." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587604102106562.

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O'Brien, Robert C. "Plays well with others: Creating relational performance through play." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/101098/1/Robert_O%27Brien_Thesis.pdf.

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Plays Well With Others is a practice-led research project that asks whether theories of the invitation, relational aesthetics, and play can be combined to provide the tools, and an aesthetic, for the creation of relational performance. The performance creates a space of active negotiation where meaning is made through the relationships between audience members rather than between the audience and the performer. The findings suggest this is an innovative approach to live performance that can mediate between sociable and antagonistic modes of participation and actively model, rather than represent, dramatic relationships.
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Fletcher, Helen. "An exploration of children's play : classifying play and exploring gender differences in aggressive play." Thesis, University of Warwick, 2004. http://wrap.warwick.ac.uk/2410/.

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The aim of this study was to explore children's play, looking at developmental domains of play and gender differences in aggressive play. Chapter One reviewed existing literature on types and functions of play. Five developmental domains of play that incorporate types and functions were proposed, namely sensorimotor, cognitive, socio-communicative, imaginative/ creative and emotional. Chapter Two involved an observational study of children's play. An attempt was made to explore the existence and occurrence of the developmental domains that were proposed in Chapter One. Results suggested that the domains exist in this sample of children's play. Children statistically spent the most time in sensorimotor and imaginative/ creative play, compared to the other types of play. No statistical difference was found in gender with respects to time spent playing in the domains. Clinical implications are discussed. Future research is required to create more valid and reliable criteria for the domains and age-related norms. Chapter Three investigated gender differences in the duration of aggressive play. An observational study of children's play was carried out. The duration of time of aggessive play in each child's play was recorded and analysed. Results showed that boys displayed statistically more aggressive play than girls in this sample. Clinical implications are discussed. Chapter Four reviews the previous three chapters, looking at methodological limitations, observations of the research process and personal reflections.
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Baptista, Aliya Maria. "Nirvana Play: Short-Term Play on Academic Campuses." Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/6.

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The undergraduate student experience is a unique phase of life, encompassing independence, social group membership, self-identity formation and changing support systems. In addition to their social evolution, students strive to perform well, driven by self and familial expectations, and peer competition native to collegiate environments. I explored these experiences at Carnegie Mellon University (CMU), particularly with respect to a student’s work-life balance and how nonacademic campus spaces play a role in affecting the personal and social emotional environment for students on campus. In my research, I uncovered a persistent state of anxiety resulting from a constant focus on the self, a worldview limited to the CMU work-home bubble and peer-induced stress - all of which contributed to a negatively heightened emotional environment. Non-academic spaces provided on campus, such as recreational, exercise, eating and green savannah and garden spaces, which aimed to serve as coping mechanisms, were found to be difficult to access on a regular basis for various reasons, such as scheduling issues, membership requirements, inconvenient visibility and further, some facilities were found to be overcrowded or had broken equipment. Hence, they did not successfully allow students daily opportunities to mentally suspend themselves from their anxiety. My project looks at transitional environments as new sites for short playful interactions. The Nirvana Play pole is a technologically enhanced environment platform that is embedded on existing infrastructure present within the landscape of a campus i.e. street light posts in outdoor pathways.It has been designed to currently run three applications - the Shadow, the Tower and the Swarm. It aims to provide students with daily opportunities to break away and mentally suspend their anxiety. It strives to contribute to the creation of a preferred emotional environment
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9

Vaughn, Krystal M. "Play Therapist's Perspectives on Culturally Sensitive Play Therapy." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1491.

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The Association for Play Therapy (2009) promotes play therapists’ awareness of personal cultural identity, obtaining continuous cultural knowledge, and displaying culturally appropriate practices. Play therapy research includes studies on working with specific culturally diverse populations. Founding play therapists, such as Virginia Axline, have made suggestions for toys that should be included in the therapist’s playroom. This exploratory survey inquired about play therapists’ perceptions of culturally sensitive play therapy, materials used, and perceived barriers to implementing culturally sensitive play therapy. Members of the Association of Play Therapy with at least master’s degree (n=385) reported on their ability to incorporate culturally sensitive materials into their playroom, most commonly arts and crafts materials. Participants noted less often the use of culturally sensitive board games and culturally sensitive dress up clothes, making them the least commonly used. Play therapists reported encountering barriers to implementing culturally sensitive materials, such as costs, availability, and space. Having space, specifically a designed play therapy room, was significantly related to the use or availability of culturally sensitive items, such as dramatic play materials, dollhouse and/or materials, and sand tray materials. Additionally, an individual’s status as a registered play therapist was related to the use of a dollhouse and/or materials. Some play therapists were able to overcome barriers through education, personally purchasing materials, and networking. Overall, the play therapist’s ethnicity, education and licensure type did not relate to their use of culturally sensitive play therapy materials. Play therapists could benefit from training on how to locate, incorporate, and use costs effective culturally sensitive materials. It was clear that play therapists valued continuing education and kept current on play therapy recommendations, indicating that those forums would be the most beneficial avenue to offer information on culturally sensitive material.
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Torgerson, Pamela. "Influencing children's gendered play preferences through play interventions /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/7877.

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Stokes, Kristoffer H. "Play acting." [Gainesville, Fla.]: University of Florida, 2003. http://purl.fcla.edu/fcla/etd/UFE0000798.

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Rambusch, Jana. "Situated Play." Licentiate thesis, Linköping : Department of Computer and Information Science, Linköpings universitet, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11400.

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Burow, Elizabeth Kathryn. "Play-ground." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33064.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 2005.
In title on t.p., a single underscore comes between the words play and ground. Page 110 blank.
Includes bibliographical references (p. 107-109).
Though currently bound by a purely horizontal logic and limited to fulfilling only the most basic provisions. the design of surface parking has significant latent potential. Taking from the rubber-stamped landscape strategies of municipal playgrounds found in urban America and the rubber-stamping strategies of big-box retail which are disseminated throughout the American suburban landscape, this thesis attempts to recover the surface parking lot by equating park and parking in a double-loaded program of 100 % PARK / 100% PARKING. With cues from the examination of play and game strategies, this thesis infuses the 'Lot' landscape with double meaning that attracts both the consuming and unassuming into a physical space of chance, strategy and play. As an adaptable cover with interwoven programs, the double-loaded the surface parking lot can then serve as a new landscape typology which responds to contextual situations and in turn sponsors new patterns of occupation.
by Elizabeth Kathryn Burow.
M.Arch.
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14

Gingold, Chaim. "Play Design." Thesis, University of California, Santa Cruz, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10140206.

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This thesis argues that it is productive to consider playthings, playmates, playgrounds, and play practices as constituting a set with shared design characteristics.

Before turning to the case studies that lead to the principles of play design, we must first address two foundational methodological points:

First, in order to analyze something as play, we must be able to speak constructively about play itself, which is a bewildering subject. In chapter 1, Play, we review the literature on play, reconciling multiple perspectives and definitions, and distill seven play characteristics that underpin the thesis.

Second, in order to analyze software, we must have methods for doing so. Chapter 2, Software, advances an analytical framework for this purpose. This is a methodological contribution to the nascent field of software studies, which seeks to interpret the semi-visible infrastructure of computing that mediates modern life, from our bodies and our most intimate relationships to our public and political lives. To link software to play, I introduce an additional analytical framework for considering software as a resource for play.

Will Wright created SimCity to amuse himself and learn about cities. To build it, he appropriated from multiple traditions in which computers are used as tools for modeling and thinking about the world as a complex system, most notably system dynamics and cellular automata. Wright’s make believe play was scaffolded by these software practices, which offered inspiration and guidance, as well as abstract computational primitives for world building. Chapters 3–5 trace the historical contexts and origins of SimCity’s many design influences, from system dynamics (chapter 3) and cellular automata (chapter 4)—two very different ways of seeing, thinking about, and computationally representing the world—to Pinball Construction Set and Raid on Bungling Bay (chapter 5).

Taking up the evolution of software in this way allows us to see how it is formed, what it is made of, and how ideas are embedded within and perpetuated by it. Deconstruction also helps us to understand software as a medium of dynamic representation, a scaffold for thought, an aesthetic experience, and its appeal as a resource for play.

In Chapter 5, SimBusiness, I give a historical account of SimCity’s creation and the social circumstances that shaped its design, and sketch the history of Maxis, the company that marshaled and published SimCity. The trajectory of Maxis offers a parable about play and creativity. We see in Maxis’s formation and unraveling the inescapable tension between play and capitalism, and between intrinsic and extrinsic play—the private autotelic play that innovates and creates, and the public play of player-consumers that pays the bills.

Chapter 6, SimCity, completes the SimCity case study by considering it as play artifact and experience. Using extensive diagrams that translate and map its code, I perform a close reading of SimCity, explaining how it conjures the illusion of a miniature living city, and how this living world scaffolds play.

Two non-digital examples round out the play design case studies. In chapter 7, City Building Education, we look at Doreen Nelson’s practice of building and role playing model cities with children in classrooms. Nelson’s simulation is an excellent counterpoint to Wright’s, and their comparison elucidates many play design principles. Chapter 8, Adventure Playground, looks at an unusual playground in which children build with junk, and play with risks and materials, like wood, paint, and nails, that are typically withheld from them. In addition to illuminating principles of play design, the adventure playground tradition reveals play’s “refructifying” (Sutton-Smith 1999) capacity to sweep up everything, even the detritus of civilization, and creatively reimagine it. Conceived amidst the darkness of World War II, adventure playgrounds illustrate how life transcends ruin through play—an important lesson for the 21st century’s unfolding challenges.

In chapter 9, Play Design, I articulate play design principles drawn from the case studies. The principles are analytical, enabling us to see how play is scaffolded, as well as generative, prescribing design strategies for scaffolding play. This analytical-generative pairing enables us to deconstruct the design of a plaything, and transfer these design techniques to a new project—a technique that should be of interest to the educators, marketers, and designers of all stripes who have often envied the deep focus, enthusiasm, and pleasure afforded by make believe caves, dungeons, cities, and computationally animated living worlds. Play design is also deeply relevant to new embodiments of computation on the horizon, such as augmented reality and tangible dynamic media. Play is profoundly appropriative, and good play designs teach us how to robustly accommodate unpredictable environments and activities. (Abstract shortened by UMI.)

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Fay, Nathan. "Magnificient Play." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51250.

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This thesis seeks to under the relationship in architecture between the physical and the intellectual. Drawings and models are the primary mediums used in this project to bring forms in to a play of light and shadow. The building's program is dedicated to the preservation of black and white film: an expressive medium that exists, primarily, as a cultural artifact in the collective memory.
Master of Architecture
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Brown, Gary. "A play." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1303488715.

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Ghymn, Eugene. "Isolation play." abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1456997.

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Hackett, Ann. "Play Dead." ScholarWorks@UNO, 2017. https://scholarworks.uno.edu/td/2407.

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Hanford, Nicholas A. "Moments of Play| Uncovering the Performances of Videogame Play." Thesis, Rensselaer Polytechnic Institute, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10682415.

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Videogames are complex media objects that require significant input from the player for their enjoyment. The multiple experiences and outcomes that can emerge when an individual plays a game present difficult methodological challenges for games researchers. This dissertation proposes two complementary methods for studying this complexity: temporal data collection and situational analysis. These help delineate both how players acquire knowledge from a game system and use their previous knowledges in future videogame experiences by focusing on the moment-to-moment decisions and actions that the player takes in a given situations. In addition to providing a way to investigate player skill and knowledge of a system over time, this method also provides a way to understand how the meanings that players and scholars make from games develop over the course of their play.

By expanding on previous definitions of the repertoire—the sets of skills and knowledges that player rely on in overcoming a game’s challenges—, I develop models for how knowledge is acquired, incorporated, and utilized over the course of an individual game and different game genres. These models developed through the individual situations that occurred in my analysis of these games and show how knowledges and skills develop not only within a single game, but are translatable from game to game. I developed the concept of a technique to provide a means for scholars and designers to understand how an individual’s performance is practiced and evolves as they learn more about the game system and come to grow comfortable with particular actions. The second performance model developed in this dissertation, the play style, describes the general ways that a player approaches a game and how different goals, both internal and external, can effect how knowledge and skills are used.

Lastly, through the temporal data collection and situational analysis methods, I am able to further elucidate the roles that luck plays in videogames—an undertheorized arena of gameplay experience. I provide three distinct ways that scholars can discuss the experience of luck and how it intersects with the repertoires of skill that a player develops: designed chance mechanics, glitches, and botches. Designed chance mechanics are the elements of a videogame that provide randomness to the game system and must be understood and responded to appropriately by the player in order for their success. Glitches are aberrations in the software or hardware that can develop unexpectedly through player action. Lastly, a botch , adapted from the world of professional wrestling, provides a model for understanding how feelings of luck emerge from unexpected situations that are not intelligible within the repertoires of player knowledge. With these concepts, I have provided the field of game studies a comprehensive method for discussing the forms of luck that emerge from the player’s subjective experience, the system’s designed uncertainty, and mixtures of the two. By offering models of performance and consideration of a largely overlooked concept like luck, I provide a nuanced look into the complicated development of skill that occurs in the performance of videogame play.

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SEEK, AMY. "RITUAL PLAY: EXPLORING THE INTERIORS OF RITUAL THROUGH PLAY." University of Cincinnati / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1053371989.

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Seek, Amy. "Ritual play exploring the interiors of ritual through play /." Cincinnati, Ohio : University of Cincinnati, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=ucin1053371989.

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Foster, Suzanne M. "Cognitive levels of block play among preschoolers in a combined block play and dramatic play center." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/941570.

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The purpose of this study was to examine the cognitive levels of block play among preschoolers in a combined block play and dramatic play center. Gender differences in the cognitive levels of block play as well as the location of block play were explored. The sample consisted of 17 children, 13 girls and 4 boys, enrolled in a preschool at a Midwestern university. Six hypotheses were formulated; two could be tested at the .05 level of significance. The others could not be tested due to insufficient data.Each child was observed, twice before and twice after the centers were combined, in groups of six for 20-minute periods.The findings of the study were:1. There was a highly significant difference in the percentage of time functional block play occurred, for both boys and girls, after the block play and dramatic play centers were combined, with more functional play occurring after (p = .002) after the centers were combined.2. Overall, boys engaged in functional block play a significantly greater percentage of time than did girls (p = .042).3. There was no significant difference in the percentage of time constructive block play occurred, for both boys and girls, after the block play and dramatic play centers were combined.4. Overall, boys engaged in constructive block play a significantly greater percentage of time than did girls (p = .038).5. Dramatic play with blocks did not occur before the block play and dramatic play centers were combined and it occurred only four times after the centers were combined.6. There were no episodes of games with rules play before or after the block play and dramatic play centers were combined.7. All of the block play occurred in the block play center both before and after the block play and dramatic play centers were combined.8. There was no block play in the dramatic play center before or after the block play and dramatic play centers were combined.Overall, the findings favored the block play and dramatic play centers being combined. Block play occurred a greater percentage of time after the centers were combined.
Department of Elementary Education
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Mitsuishi, Yara. "Différance at play : unfolding identities through difference in videogame play." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2469/.

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This paper approaches the debate over the notion of “magic circle” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
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Inkret, Andreja. "Play-within-a-play and related forms in Greek drama." Thesis, University of Oxford, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.547762.

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Love, Lynn. "Playing games together : play interventions for community and communal play." Thesis, Abertay University, 2018. https://rke.abertay.ac.uk/en/studentTheses/8c1e28d1-3fed-4e48-b96f-2b83e8be05a2.

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This thesis is concerned with play, particularly the role of social play in a co-located context and its ability to bring people together. Participation in social play can have significant effects on an individual, group, community and culture, and thus, through practice-based research, this thesis documents the exploration of the design of “playful interventions” which may be artefacts or events which seek to bring people together through play. In play, individuals form shared meanings, understanding and values, as determined by the rules of the play situation. In the play experience, they become temporary communities, who, through play, can experiment, explore and redefine their relationships with one another, the play context and potentially the world beyond. The experimental nature of play leads it to be naturally imbued with transformative potential for everyone involved; whether that be small in scale, such as forming a new way of looking at a space through playing within it, or on a larger scale, through forming new concepts around a local area or governmental policy. Play is, however, very unpredictable, being led by player interaction, and always pushes up against the rules of the play situation. In play, the particular output (if there is one) is never certain, and no two play experiences will be the same. This unpredictability means that its transformational power is always a potential but never guaranteed. Designers, when working with play as a medium must embrace this unpredictability and explore approaches to design playful experiences which are satisfying in themselves for the participants whilst also trying to find methods to unlock the potential for individual (and group) transformation through play. The thesis is a narrative account of sustained academic research, based upon eight academic publications and practice works, produced between 2013 and 2018. Six of these publications document practical exploration of the creation of playful interventions, in the form of video games, performances and events. Two further publications explore design approaches to enhance participation drawing from expert interview analysis and theoretical engagement with institutional approaches to promotion of participation in the museum and gallery. The body of work thus explores the design of participation from two perspectives: the artist/designer of an artefact and as a “context provider” who designs events and spaces within which play, and participation can take place amongst participants. Within this thesis, the body of publications are contextualised in relation to theories of play, game design and art practice and also drawing from theories around communities of practice and communities of play. A series of expert practitioner interviews underpin both the academic and practical framing of this research, drawing from key practitioners in the UK and Europe working in play, game design, event curation and community work. The thesis formalises the design methods used to create playful interventions by the author and expert practitioners in the field of social play as presented both across the academic publications and within interview content. The formalisation of these design techniques is presented as two social play frameworks, one for designing participation around artefacts and one which focusses upon designing participation around events. Each framework aims to aid a designer and/or context provider in helping participants to unlock the unpredictable yet transformative potential of play as individuals and as communities whilst acknowledging the complex interrelations which occur in designed social contexts.
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Takhvar, Mehri. "Context of play : a longitudinal, observational study of children's play." Thesis, University of Sheffield, 1985. http://etheses.whiterose.ac.uk/12777/.

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Brumfield, Kristy Alaine. "African-American Parents' Perceptions of Play, Counseling, and Play Therapy." ScholarWorks@UNO, 2006. http://scholarworks.uno.edu/td/417.

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The purpose of this phenomenological study was to learn about African American parents' perceptions of play, counseling, and play therapy. Research interviews conducted with eight African American parents with elementary school aged children offered insight regarding parents' thoughts and experiences. This study explored the question, "What are African American parents'perceptions of play therapy?" In particular, this study explored questions that pertained to African American parents' (a) thoughts about counseling, (b) beliefs about the purpose of play, and (c) perceptions about play as a therapeutic agent in counseling. Analysis of African American parents' perceptions of play, counseling, and play therapy revealed information about two main themes: (a) value of play, and (b) receptivity to counseling. Parents identified developmental learning and the release of energy as two of the main values surrounding play. Parents also indicated that their receptivity to counseling was directly related to specific facilitative factors as well as the lack thereof or impediments to counseling. Ideally, this study will add to the body of research regarding play therapy as well as research regarding multicultural counseling. Both fields have very few previous studies addressing these issues. This study provides practitioners with insight regarding potential clients' perceptions of counseling and play therapy, and may inform clinical work with diverse populations as well as best practices for play therapists.
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Moore, Kyle John. "Situating Play: An Ethnography of Locative Play in Urban Environments." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/18603.

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This thesis develops the concept of situated play. Drawing from the fields of game studies, cultural studies and the social science paradigm of mobilities, this research presents an investigation into how play is produced within communities of location-based game players. Situated play offers a way to understand how play is produced within intersections of cultural, social and material conditions – and how the meaning of these conditions is further developed through the practice of play itself. This concept provides the framework for a digital ethnography into Sydney’s Ingress communities. Ingress, a location-based game developed by Niantic Labs Inc., which was were operating as a subsidiary of Google, features a stylised version of Google Maps where players must capture key landmarks for one of two teams. This thesis follows the months leading up to the release of Pokémon GO, documenting the moments before this cultural shift within a major Australian city. Situated play forms the basis of this digital ethnography, allowing for a rich and thick description of interactions and observations with and of communities. This thesis focuses on issues of place and construction of urban environments through architecture, software and landmarks, and deals with the construction of play in social worlds and the temporal rhythms of work and play. The thesis makes contributions to the study of mobile games and locative media, suggesting that such technologies are understood socially and culturally through a shared production of play.
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Austin, Petra. "Caregivers' views on play and play areas in Salvokop Tshwane." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/60372.

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This study explored caregivers' views on play and play areas in Salvokop, Tshwane. Specific focus was placed on children's play, play between caregiver and child, and the importance of play spaces. Five relevant categories were identified for investigation including biographical details, the child in early childhood, caregivers' opinions on play, play between caregiver and child, and public play areas. The research methodology for this study was clearly defined and outlined where a qualitative research approach was utilised with a semi-structured interview schedule as data-collection method. The literature chapter focused on early childhood, theoretical perspectives on play, defining play, the advantages of play, as well as play between parents and child and the importance of public play areas. Research findings for this qualitative study were presented using tables which were fully discussed in the study in order to describe caregivers' views on play, play between caregiver and child, and play areas. Research findings showed that not all caregivers are aware of the importance of play for child development and do not consider play on its own as the most important activity during early childhood, yet caregivers indicate that their children spend most of their time playing. The types of play that children engage in have numerous advantages and are more varied than what caregivers deem important. Caregivers believe that children need long periods of play on a daily basis and most children do actually play for long periods every day. Children in this study also participate in more physical activity than children in some developed countries. Children have uninterrupted time to play where they are not hurried or directed by anyone. Caregivers play with their children and enjoy different types of play with their children. However, there is a lack of physical play between caregivers and children. There is no public play area in Salvokop but caregivers would like to have a public play area and indicate that their children will make use of a public play area extensively. Finally, conclusions and recommendations were made following the key findings for this study. The research question for this study was fully answered in that the empirical investigation provided a comprehensive reflection of caregiver's views on play and play areas.
Mini Dissertation (MSW)--University of Pretoria, 2015.
Social Work and Criminology
MSW
Unrestricted
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Jonsson, Lisa. "Sound and Play." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-14520.

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Abstract The project "Sound and Play" have been implemented in collaboration with the toy company BRIO in Malmo. The purpose of the project was to examine whether and how BRIO in the future could develop toys around sound for Toddlers. The problem formulations that would be answered after completion of the project was "How could BRIO broaden its product range with the help of audio toys?", "How can you combine toys and sounds in an interesting way for children?", "How do you create a toy with sound that is fun for the child, but not annoying for parents?". Currently BRIO only has two toys with sound in this age group. The expression of the toy was going to be a mix of classic and cool and the overall feeling of the toy was going to be explorative and arouse curiosity in the child. This feeling would be communicated through simplicity and joy. The project began with an extensive research, including a visit to one of the world's largest toy fair in Nürnberg, Germany, and a comprehensive survey of parents' attitude to sound toys. Based on the first sketching phase three concepts where chosen; Module Cars, Beat Box and Record Player. Module Cars was a concept where you could replace parts of the car and in that way get different sounds. Beat Box was a box of three cylindrical blocks which consisted of various surfaces and materials. While they were spinning in the box they would hit different materials and in that way create different sound and rhythms. The construction of the idea meant that over a thousand different sounds and rhythms could be created. Record Player was a similar concept in which the child could change the discs and in that way create different rhythms and sounds. Together with the product development department, I decided to keep working with the Modul Car concept. Within this concept, I chose to work on two different tracks, different fronts and figures. By changing the front of the car it would get a new sound or by changing the driver in the car it would also get a new sound. After several weeks of shaping digital 3D models and many ideas and thoughts later I finally reached a solution that was built as a prototype. The result is a vehicle where the front can be replaced by two other fronts. Depending on which, the system will give you different sounds. This is because each front has a plastic flap placed underneath that hits a piece of plastic stuck to the wheel axle. Nine children play tested the toy and their parents were responding to questions about the outcome. The play tests went well and it turned out to be a suitable toy from one year and up to about five years. The play takes various forms in different ages which is good since this means that the toy may last longer. The response among the parents was also very positive. I am very pleased with the outcome and hope to see it in store shelves one day and also that it becomes played with in homes.
Sammanfattning Projektet "Sound and Play" har genomförts i samarbete med leksaksföretaget BRIO i Malmö. Syftet med projektet var att undersöka hur BRIO i framtiden skulle kunna utveckla leksaker kring ljud i ålderskategorin 12-36 månader. De problemformuleringar som skulle besvaras efter slutfört projekt var "På vilket sätt skulle BRIO kunna bredda sitt sortiment med hjälp av ljudleksaker?", "Hur kan man kombinera leksaker och ljud på ett intressant sätt för barn?", "Hur skapar man en leksak med ljud som är rolig för barnet, men samtidigt inte är irriterande för föräldrar?". BRIO har i dagsläget endast två leksaker med ljud i denna ålderskategori. Leksakens uttryck skulle vara en mix av klassiskt och coolt och den övergripande känslan skulle vara upptäckande samt väcka nyfikenhet. Känslan skulle förmedlas genom enkelhet och glädje. Projektet inleddes med en omfattande research med bland annat ett besök på en av världens största leksaksmässor i Nürnberg, Tyskland samt en omfattande enkätundersökning av föräldrars attityd till ljudleksaker. Utifrån en första idégenereringsfas valdes tre koncept ut; Modul Cars, Beat Box och Record Player. Modul Cars byggde på att man skulle kunna byta ut en del på bilen och på så sätt få olika ljud, t.ex. att man skulle kunna byta hjul eller underrede. Beat Box var en låda med tre cylinderformade klossar i. Dessa bestod av olika ytor och material som i lådan slog emot tre olika material. Konstruktionen av idé innebar att över tusen olika ljud och rytmer skulle kunna skapas. Record Player var ett liknande koncept där barnet skulle kunna byta "skivor" och på så sätt skapa olika rytmer och ljud. Tillsammans med produktutvecklingsavdelningen bestämde jag mig för att arbete vidare med modul cars. Inom detta koncept valde jag att arbeta vidare med två olika spår; olika fronter och gubbar. Antingen skulle man genom att byta fronten på bilen få olika ljud eller att man istället hade en bil med gubbar och där den som var föraren bestämde ljudet. Efter flera veckors caddande och många idéer och tankar senare så hade jag till slut tagit fram ett koncept med tre fordon som jag skulle bygga modell på. Resultatet är ett fordon som är bussliknande och där fronten går att byta ut. Beroende på vilken front man använder så låter leksaken olika. Detta beror på att varje front har en plastflärp undertill som träffar var sin plastbit som sitter fast på hjulaxeln. Modellen lektestades på nio barn och deras föräldrar fick även vara med och svara på frågor kring resultatet. Lektesterna gick bra och det visar sig vara en passande leksak från ett år och upp till cirka fem år. Leken tar sig olika uttryck i de olika åldrarna vilket är positivt då detta gör att leksaken får en längre livslängd. Mottagandet av leksaken bland föräldrarna var också mycket positivt. Jag är mycket nöjd över resultatet och hoppas att den någon dag i framtiden står i butikshyllor runt om i Sverige och även att den blir nött och vällekt med i hemmen.
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31

Rodríguez, Alonso Carolina. "Play — documento virtual." Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/101472.

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La obra Play contiene la modesta pretensión de ser una alegoría de la forma de vida presente. Para ello se vale de tres elementos que atraviesan y la componen. Dos de ellos, el computador y el maniquí, son indiscutibles objetos comunes en la vida cotidiana; el tercero, por el contrario, es una camilla que a pesar de provenir de un ámbito más específico viene a cerrar el conjunto. Entre los tres representan, como síntesis el deseo del hombre de modificar su mundo a su propio arbitrio y decisión, pero desde la convicción última que la mayor transformación que se puede lograr es la que proviene del cambio, no ya del espacio externo sino del microcosmos, vale decir, la propia persona.
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32

Vural, Hande. ""Void" a play /." Diss., Online access via UMI:, 2006.

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33

Botz, Thorsten. "Hermeneutics, play, style." Thesis, University of Oxford, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.385410.

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34

Karshan, Thomas. "Nabokov and play." Thesis, University of Oxford, 2007. http://ora.ox.ac.uk/objects/uuid:5199c291-44e3-4cd7-a146-4226ec837e11.

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In December 1925, Vladimir Nabokov said that "everything in the world plays" and that "everything good in life - love, nature, the arts and domestic puns - is play." This thesis argues that, after December 1925, play was Nabokov's leading idea. Previous critics have spoken of Nabokov as a playful writer but have not drawn on the untranslated early Russian texts; have rarely discussed the actual games depicted in his novels; and have been vague on what it means to call Nabokov a playful writer. This thesis argues that Nabokov's novels after 1925 are all playful or game-like in different ways related to the games they depict, and become ever more radically so. It provides a chronological narrative of play as the evolving subject and style of Nabokov's writing. The first chapter discusses the sources of Nabokov's idea of aesthetic play in Kant, Schiller, and Nietzsche. The second chapter traces the emergence of play in Nabokov's earliest writings, from 1918 to 1925, isolating the themes of play of self, play as make-believe, and play as violence. The third chapter looks at how in King, Queen, Knave (1927) and The Luzhin Defense (1930), Nabokov adopted the scheme of Lewis CarrolPs two Alice books, first using cards as an image of play and freedom, then chess as an image of rule and game. The fourth chapter shows that in the 1930s Nabokov wrote about play in contrast to work, and deals with Glory (1931), Despair (1934), Invitation to a Beheading (1935-6), and The Gift (1937-8; 1952). The fifth chapter is about free play in Nabokov's American writing, and emphasises the influence of Joyce's Finnegans Wake. It covers Bend Sinister (1947), Speak, Memory (1951; 1967), Lolita (1955) and Ada (1969). The sixth chapter argues that Pale Fire (1962) belongs to the genre of the literary game, and is in complex intertextual relation to a previous literary game, Pope's Dunciad.
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35

Martinez, Daniel. "Play the Fool." Digital Commons at Loyola Marymount University and Loyola Law School, 2018. http://www.kaltura.com/tiny/d2h1z.

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36

Jara, Rojas Aracely, and Rojas Rodrigo Pavez. "Play & Pub." Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/132724.

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Tesis para optar al grado de Magíster en Administración
Autores no autorizan el acceso a texto completo de su documento
Aracely Jara Parte I (Estratégico y de mercados), Rodrigo Pavez Parte II (Organizativo - Financiero)
Actualmente las personas están en permanente búsqueda de distintas actividades que les permitan distraerse, divertirse y compartir con amigos, con el fin de cambiar rutinas y de alguna forma mitigar el estrés del trabajo y la monotonía de la vida cotidiana. Por otra parte, en el último tiempo, el uso de los videos juegos ha tenido un importante crecimiento no sólo a nivel mundial, sino también en Chile, con un movimiento en el mercado nacional de más de 130 millones1 de dólares al año y la creación de carreras universitarias donde se enseña a diseñar videos juegos. En función de lo anterior es que se ha visto la oportunidad de aprovechar el impulso del consumo de los videos juegos y satisfacer las necesidades de las personas, disponiendo para ellas un espacio donde se pueda lograr la entretención jugando videos juegos. Es así como nace Play & Pub’s, “El momento de compartir es ahora, Play & Pub´s pone la entretención”. La idea de este negocio, es crear un lugar para que los amigos puedan reunirse, pasar un momento agradable, beber, comer y jugar videos juegos, en un ambiente grato, moderno y adecuado para esto, en una ubicación de fácil acceso y con gran circulación de personas, como es la Avenida Manuel Montt. Aun cuando existen importantes competidores en la ubicación seleccionada, como son Teclados Pub’s, Mito Urbano, y Minga, con clientes fidelizados, nosotros optamos por entregar un producto nuevo e innovador, para el cual invitaremos a todas aquellas personas que disfrutan de compartir con amigos fuera de casa y que además son seguidores de los videos juegos.
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37

Novais, Ana Maria Teixeira Duarte de Sousa. "Play sound system." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/12449.

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Dissertação apresentada na Universidade de Lisboa - Faculdade de Arquitetura, para obtenção do grau de Mestre em Design de Produto.
A consciência da importância de espaços públicos dedicados a crianças no seu desenvolvimento integral, tem vindo a crescer desde os finais do século XIX. Esta importância aumenta quando nos deparamos com algumas transformações na nossa sociedade como a redução do tamanho das famílias e a diminuição dos espaços domésticos para brincar, entre outras. Paralelamente, há um crescimento do mercado de brinquedos e equipamentos lúdico-pedagógicos de teor científico. Assim, na presente dissertação, pretende-se projectar um sistema de equipamentos urbanos lúdicos para o público infantil que englobe música e os benefícios desta, com o objectivo de associar o conhecimento a uma actividade lúdica, facilitar a aprendizagem e, ao mesmo tempo, promover o exercício físico e o desenvolvimento social. Sendo uma dissertação de teor prático, recorrer-se-á a uma metodologia mista. Primeiramente não intervencionista de observação directa, recolha e organização da literatura e numa segunda fase, intervencionista, a investigação activa, que consiste no projecto do sistema que será confrontada com diversos especialistas. Teve-se como objectivo projectar um sistema que leve à interacção com a música contribuindo para uma melhor relação entre as crianças e o conhecimento facilitando-lhes a aprendizagem. Assim esperamos contribuir para um maior conhecimento nas áreas do design de equipamentos infantis e criar um sistema passível de ser divulgado e comercializado mais tarde.
ABSTRACT: The awareness of the importance of public spaces dedicated to children in their full development has been growing since the late nineteenth century. This importance increases when we face with some changes in our society such as the reducing size of families and domestic space to play, among other. In parallel, there is also a growth of recreational and educational toys and equipment for scientific content market. Thus, in the present work, we intend to design an urban recreational equipment system for children that embraces music and its benefits in order to link knowledge to a recreational activity, facilitate learning and, at the same time, promoting exercise and social development. Being a practical dissertation, it will be applied a mixed methodology. First non-interventional of direct observation, gathering and organizing literature. In a second stage an interventional one through active interventional research, which consists in the designing of the system that will be confronted with different experts. The objective is to lead to the interaction with music contributing to a better relationship between children and knowledge and facilitating their learning. We hope to collaborate for a better knowledge in children equipment design area and create a system that can be marketed later.
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38

McGUIRE, KATHRYN McCORMICK. "BODIES AT PLAY." University of Cincinnati / OhioLINK, 2001. http://rave.ohiolink.edu/etdc/view?acc_num=ucin983565700.

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39

Doyle, Casey. "Permission to PLAY." The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1392117208.

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40

Alfalah, Sarah. "Arabic Typography Play." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3073.

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I believe that spoken and written languages are verbal and visual expressions of cultures. Language is used to convey and sustain values and the belief system of people. Arabic is a language of complexity and formal beauty that is being disregarded and pushed away by its own native speakers. It is losing its value in the Arab world. In other words it is dying. Both the written and spoken language is being affected. As the world is interchanging, integrating, and becoming closer, there has been a strong impact on many societies, threatening their original culture. Arab cultures are abandoning the rich tradition of the Arabic language to universalize communication. My thesis investigates the relationships between typography as both a visual form of language and play as a mechanism to help children become more familiar and intimate with their native language.
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41

Topper, Adam R. "Paying to play." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009toppera.pdf.

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42

Maurer, Jaclyn. "Protein Power Play." College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146489.

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2 pp.
This publication provides active children and their parents information about the role protein plays in their sports nutrition diet and how to choose healthy foods to meet the protein needs of growing active children.
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43

Louie, Kym. "Flatterland: The Play." Scholarship @ Claremont, 2012. https://scholarship.claremont.edu/hmc_theses/27.

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This script is an adaptation of the popular science novel Flatterland: Like Flatland, Only More So by Ian Stewart. It brings new life to mathematical ideas and topics. By bringing math to the stage, concepts are presented in a more friendly and accessible manner. This play is intended to generate new interest in and expose new topics to an audience of nonmathematicians.
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44

Chang, Coello Isabel. "Rent & Play." Tesis, Universidad de Chile, 2018. http://repositorio.uchile.cl/handle/2250/167907.

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TESIS PARA OPTAR AL GRADO DE MAGÍSTER EN ADMINISTRACIÓN
Se imaginan estar enfrentados al siguiente escenario: elementos de un rubro de clara tendencia al alza según cifras aduaneras en Chile que a su vez son claves para la entretención y el desarrollo de los niñ@s, que adicionalmente representan un flujo constante de salida de dinero del hogar, con una utilidad percibida por los más pequeños como muy corta, que originan acumulación no solo de polvo sino que quitan el poco espacio disponible en el hogar y muchas veces son causantes de desorden, son LOS JUGUETES! Rent & Play es un sitio de comercio electrónico enfocado al arriendo de juguetes por el tiempo que el cliente desee y sin membresías ni multas de ninguna especie. El modelo de negocio de Rent & Play se desarrollará en dos etapas. La primera requerirá mínima inversión, iniciando con una plataforma web básica (e-commerce) a través de la cual se esperará adquirir el conocimiento del negocio así como tener un pulso de primera fuente de los gustos y tendencias del mercado objetivo. La segunda etapa comenzará en un máximo de dos años y se enfocará en mejorar y añadir características deseadas por los potenciales clientes. El análisis VRIO (Anexo 1) realizado para Rent & Play da cuenta de características que son valoradas por los potenciales clientes y que estarán presentes en el modelo de negocio. La ventaja competitiva entonces será la de diferenciación del servicio que se otorgará ya que, no será únicamente el arriendo de juguetes sino que, la responsabilidad social será clave al momento de la contratación de “adultos mayores” como colaboradores principales de la empresa. Adicionalmente, la donación de los juguetes luego de un número determinado de arriendos se espera logre un posicionamiento como marca “RESPONSABLE”. Como parte de las estrategias para conseguir diferenciarse de sus presentes y futuros competidores, el discurso de Rent & Play buscará ser congruente con el de las tres erres ecológicas: REDUCIR, REUSAR Y RECICLAR. Las cifras proyectadas reflejan un VAN de 31.552.962 y una TIR del 115% en el flujo de cierre al 5to. Año. Por su parte el capital de trabajo más inversiones necesarias para iniciar operaciones llegan a los 20 millones de pesos.
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45

Loti, Angeliki. "To play or not to play in the schoolyard? : Greek preschool teachers’ perspectives about play in the schoolyard." Thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-179104.

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This study intends to investigate Greek preschool teachers' perspectives about play in the schoolyard. Ten preschool teachers were interviewed using a semi-structured interview approach to gather data. Results were coded and analyzed using thematic analysis. The themes that were brought up revealed that Greek preschool teachers value play in the schoolyard. This study found that the teachers think there is a relation between play in the schoolyard and learning since they believe playing outside is a type of experiential learning. Moreover, they think that this relation can be more potent if teachers get involved more by organizing activities, and if the sense of place is increased to students. Furthermore, the Greek preschool teachers agree that play in the schoolyard has only positive effects on children's wellbeing. The barriers to facilitate outdoor play appear to be the schoolyard since they describe it as unsafe, empty, without any green elements, and missing pedagogical corners. Considering the Greek educational context that predominantly focus on the traditional inside the classroom teaching, the possitve attitudes that the preschool teachers showed for outdoor play are remarkable. These attitudes are a little step for further implementation of outdoor play in preschool education.
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Whynott, Elizabeth M. "Video Game Play: The Effects of Exploratory Representational Play and Constructive Play on Divergent Thinking and Problem-Solving." Miami University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=miami1524133931554959.

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47

Byrd, Rebekah J., and Sonya Lorelle. "How to Plan and Implement a Successful Play Therapy Training Intensive." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etsu-works/918.

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Play therapy is a growing area of interest and is a specific type of intervention that requires training and supervision to be implemented effectively. Play therapy continues to grow out of a need to provide effective, age appropriate, and multicultural interventions to children. In response to the heightened interest, universities are offering courses and supervision experience in play therapy. The goal of this program is to provide participants with specific ideas and materials for planning and implementing their own successful play therapy training intensive.
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48

Rau, Andreas. "Interactive Play Environments : Digitally Augmenting the Built Environment to Mediate Play." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-173935.

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This master’s thesis expands the field of research in interactive playgrounds by examining the role of the built environment that is augmented with digital technology for richer interaction possibilities in such playgrounds. Based on a literature study, this thesis distinguishes interactive play environments from interactive playgrounds, since these often do not reflect the impact of the environment on play very well. The research question being raised is then as follows: “How do children use the digitally augmented built environment in their play?” The thesis describes the process of designing and prototyping an interactive play environment that features communication and a tube to throw objects through as play concepts. Six different prototypes shape the interactive environment in close interplay with landscape and existing built environment. The prototyped environment is then evaluated in a 4-day study at a Swedish school with approximately 240 children during their recess times. This study uses observation as the predominant data gathering method. The gathered data are analyzed based on content analysis. As an answer to the research question, this thesis describes the play that happens in an interactive play environment and draws conclusions on the influence of such an environment on play. The results of the study indicate, that the digitally augmented built environment has an impact on play in stimulating certain new play patterns. It shows its potential mainly as a mediator between the children and the environment, thus stimulating children to explore their environment through play and discover dormant values of the environment. Although we found that the digitally augmented built environment influences play, this study can not confirm that the digital components embedded in the built environment actually improve the play. However, the increasing presence of digital technology in society in general makes it inevitable to think about how this presence should be reflected in children’s playgrounds in the future and this work can give some directions for that.
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Thorell, Mia. "Politics and alignments in children's play dialogue : play arenas and participation /." Linköping : Tema, Univ, 1998. http://www.bibl.liu.se/liupubl/disp/disp98/arts173s.htm.

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50

Sluss, Dorothy Justus. "Play as the zone of proximal development: collaborative constructive block play." Diss., Virginia Tech, 1995. http://hdl.handle.net/10919/40230.

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