作者: 上漲 時(shí)間: 2025-3-21 23:25
Playspaces, Childhood, and Video games, play, scholars, teachers, and parents endeavor to make sense of this leisure activity. Most of the focus, however, has been on video game play as an isolated activity cut off from the rest of childhood play forms and spaces. In contrast, like Giddings’ micro-ethnography (see chapter two in this boo作者: Sleep-Paralysis 時(shí)間: 2025-3-22 01:49 作者: strdulate 時(shí)間: 2025-3-22 04:34 作者: peptic-ulcer 時(shí)間: 2025-3-22 11:16 作者: Abrupt 時(shí)間: 2025-3-22 15:21 作者: Abrupt 時(shí)間: 2025-3-22 20:19
Consuming Fashion and Producing Meaning through Online Paper Dolls,irt; the top is marked with the “fcuk” label, and “you” appears as a label on the skirt. The message, “fcuk you,” replicates slogans available on T-shirts from the popular clothing company, French Connection UK (FCUK). The design was produced by Dani, a twelve-year-old girl, in the context of a stud作者: 清唱?jiǎng)?nbsp; 時(shí)間: 2025-3-22 21:30 作者: 姑姑在炫耀 時(shí)間: 2025-3-23 04:38
Contexts, Pleasures, and Preferences: Girls Playing Computer Games,nes have investigated the reasons behind these statistics (Bryce & Rutter, 2002; Cassell & Jenkins, 2000; Kerr 2003; Krotoski 2000; Schott & Horrell, 2000). One thing these diverse efforts share is an interest in girls and their gaming preferences.作者: JOG 時(shí)間: 2025-3-23 09:28 作者: SLING 時(shí)間: 2025-3-23 13:31 作者: 情感 時(shí)間: 2025-3-23 16:57 作者: GOAT 時(shí)間: 2025-3-23 22:05 作者: 亂砍 時(shí)間: 2025-3-23 23:42
Contested Spaces: Protecting or Inhibiting Girls Online?,d of the Congressional session, DOPA died in the U.S. Senate and was never enacted. DOPA would have required that all public libraries and schools that received federal funding block access to social networking sites, chat sites and potentially (according to one interpretation of the Act) all blogs.作者: 協(xié)迫 時(shí)間: 2025-3-24 05:49 作者: 共棲 時(shí)間: 2025-3-24 07:21
Viscoelastic Properties of Macromolecules,logies has permeated almost every aspect of contemporary social life, changing the ways in which we work and play, influencing culture, media, and social rituals, and maybe even changing who we are. How do children and young people in different contexts experience and use new technologies? What does作者: 殺人 時(shí)間: 2025-3-24 12:40 作者: STERN 時(shí)間: 2025-3-24 16:14
Piezoelectric Vibration Energy Harvestingames, ., quickly became a favorite with my two sons, Jo (aged four) and Alex (three). They both enjoyed the novelty of seeing and controlling Lego cars and “men” on the computer screen and the humorous elements of the game that link the virtual world with the actual world of familiar play with plast作者: 粗魯?shù)娜?nbsp; 時(shí)間: 2025-3-24 22:41 作者: 吸引人的花招 時(shí)間: 2025-3-25 02:55 作者: 喧鬧 時(shí)間: 2025-3-25 06:13 作者: 笨重 時(shí)間: 2025-3-25 11:10
Chlorophylls as Food Additives,irt; the top is marked with the “fcuk” label, and “you” appears as a label on the skirt. The message, “fcuk you,” replicates slogans available on T-shirts from the popular clothing company, French Connection UK (FCUK). The design was produced by Dani, a twelve-year-old girl, in the context of a stud作者: aqueduct 時(shí)間: 2025-3-25 11:59
https://doi.org/10.1007/978-1-4939-2356-4ure (see chapters one, two, and nine in this volume; Linderoth, 2005; Taylor, 2006; Walkerdine, 2004). My aim in this chapter is to capitalize on this emerging work about game play to analyze young people’s game design activities. To do this, I examine how youth draw on their experiences with comput作者: 一致性 時(shí)間: 2025-3-25 17:24
https://doi.org/10.1007/978-1-4615-2033-7nes have investigated the reasons behind these statistics (Bryce & Rutter, 2002; Cassell & Jenkins, 2000; Kerr 2003; Krotoski 2000; Schott & Horrell, 2000). One thing these diverse efforts share is an interest in girls and their gaming preferences.作者: 過去分詞 時(shí)間: 2025-3-25 21:35
https://doi.org/10.1007/978-3-030-99083-1own & Gilligan, 1992; Furger, 1998; Phillips, 1998; Pipher, 1994; Taylor, Gilligan, & Sullivan, 1995). Girls appear to benefit from access to “safe spaces” where they feel comfortable expressing both who they are and who they wish to become (Furger,1998). Historically, however, sites for girls’ self作者: 能得到 時(shí)間: 2025-3-26 00:26 作者: 矛盾心理 時(shí)間: 2025-3-26 04:29 作者: milligram 時(shí)間: 2025-3-26 10:44 作者: Detoxification 時(shí)間: 2025-3-26 16:21
D. Keizer,C.P. van Wilgen,M. van Wijhed of the Congressional session, DOPA died in the U.S. Senate and was never enacted. DOPA would have required that all public libraries and schools that received federal funding block access to social networking sites, chat sites and potentially (according to one interpretation of the Act) all blogs.作者: MURAL 時(shí)間: 2025-3-26 17:24
Verena Geweniger,Alexander Bohlandera, access, and more. And yet, there are resonances and similarities across the chapters as well, commonalities that are especially significant because they are situated so differently. In this final chapter, we want to touch on the most salient points raised by the contributing authors and reflect b作者: 充滿人 時(shí)間: 2025-3-27 00:26
Chlorophylls as Food Additives, to the group of teens who speak that language. In line with this interpretation, Rocamora’s (2004) study suggests that teen girls wear “cheeky logo T-shirts” to make social statements (unlike a reading of the T-shirts that would place the wearers as victims of an industry that sexualizes girls and 作者: observatory 時(shí)間: 2025-3-27 04:42
https://doi.org/10.1007/978-3-030-99083-1Orenstein, 1994; Phillips, 1998; Pipher, 1994). Many censor themselves to navigate more safely through a society that expects certain culturally defined and gender-appropriate behaviors (Pastor, McCormick, & Fine, 1996; Phillips, 1998). The process of self-silencing and subsequent missed opportuniti作者: CHARM 時(shí)間: 2025-3-27 05:30
Heinz Arnheiter,Julien Debbacheintegral part of the play. These websites are fairly sophisticated forms of advertising; ones that researchers and other adults may view as a means to further seduce or enmesh the child into the interlocked commercialized world of play. As Stephen Kline, Nick Dyer Witheford, and Greig de Peuter (200作者: Agility 時(shí)間: 2025-3-27 10:35 作者: 北極熊 時(shí)間: 2025-3-27 13:45 作者: CREEK 時(shí)間: 2025-3-27 18:32
Consuming Fashion and Producing Meaning through Online Paper Dolls, to the group of teens who speak that language. In line with this interpretation, Rocamora’s (2004) study suggests that teen girls wear “cheeky logo T-shirts” to make social statements (unlike a reading of the T-shirts that would place the wearers as victims of an industry that sexualizes girls and 作者: modest 時(shí)間: 2025-3-28 01:04 作者: Congruous 時(shí)間: 2025-3-28 02:05
,Playing At and With Popular Teen Culture on “Girl” Websites: The Case of Alice,integral part of the play. These websites are fairly sophisticated forms of advertising; ones that researchers and other adults may view as a means to further seduce or enmesh the child into the interlocked commercialized world of play. As Stephen Kline, Nick Dyer Witheford, and Greig de Peuter (200作者: 歌曲 時(shí)間: 2025-3-28 08:13
Girl Culture and Digital Technology in the Age of AIDS,romance found in these magazines, to Dawn Currie’s straightforward content analysis of these texts and their readers. Currie’s work (1999) and additional research demonstrate that readers of teen magazines are mainly young teens and preteens, no matter the inscribed textual age of the magazine (such作者: 大喘氣 時(shí)間: 2025-3-28 13:59
https://doi.org/10.1007/978-3-658-41858-8I open this chapter with an excerpt from the website .:作者: Conscientious 時(shí)間: 2025-3-28 16:00 作者: Aggrandize 時(shí)間: 2025-3-28 21:19
https://doi.org/10.1007/978-1-4939-2356-4ure (see chapters one, two, and nine in this volume; Linderoth, 2005; Taylor, 2006; Walkerdine, 2004). My aim in this chapter is to capitalize on this emerging work about game play to analyze young people’s game design activities. To do this, I examine how youth draw on their experiences with computer games to design their own games.作者: Servile 時(shí)間: 2025-3-29 01:12 作者: slipped-disk 時(shí)間: 2025-3-29 04:37
Producing Gender in Digital Interactions: What Young People Set Out to Achieve through Computer Gamure (see chapters one, two, and nine in this volume; Linderoth, 2005; Taylor, 2006; Walkerdine, 2004). My aim in this chapter is to capitalize on this emerging work about game play to analyze young people’s game design activities. To do this, I examine how youth draw on their experiences with computer games to design their own games.作者: 流浪 時(shí)間: 2025-3-29 09:47
Contexts, Pleasures, and Preferences: Girls Playing Computer Games,nes have investigated the reasons behind these statistics (Bryce & Rutter, 2002; Cassell & Jenkins, 2000; Kerr 2003; Krotoski 2000; Schott & Horrell, 2000). One thing these diverse efforts share is an interest in girls and their gaming preferences.作者: hemorrhage 時(shí)間: 2025-3-29 15:23
Antonio Ramos,José Luis San Emeterio occur in other playspaces such as the backyard or the neighborhood park enables us to make distinctions about digital play characteristics. It also serves to remind us that there is a fascinating continuity, flow, and ambiguity between various forms of play.作者: Organonitrile 時(shí)間: 2025-3-29 17:53
D. Keizer,C.P. van Wilgen,M. van Wijheer for Missing & Exploited Children (NCMEC) estimated, had increased significantly: one in five youth received a sexual solicitation over the internet in 2005, with teen girls, the primary target, receiving two-thirds of the solicitations.作者: 亞麻制品 時(shí)間: 2025-3-29 21:32
Playspaces, Childhood, and Video games, occur in other playspaces such as the backyard or the neighborhood park enables us to make distinctions about digital play characteristics. It also serves to remind us that there is a fascinating continuity, flow, and ambiguity between various forms of play.作者: 我說不重要 時(shí)間: 2025-3-30 02:44
Contested Spaces: Protecting or Inhibiting Girls Online?,er for Missing & Exploited Children (NCMEC) estimated, had increased significantly: one in five youth received a sexual solicitation over the internet in 2005, with teen girls, the primary target, receiving two-thirds of the solicitations.作者: vanquish 時(shí)間: 2025-3-30 06:00
Piezoelectric Vibration Energy Harvestingic toys. As a media researcher (as well as a parent) fascinated by video games, I began to notice some unexpected and intriguing aspects of their play. I picked up the family video camera and began recording them, unwittingly embarking on what was to become an in-depth study with important implications.作者: 舊石器 時(shí)間: 2025-3-30 08:16 作者: Albumin 時(shí)間: 2025-3-30 15:49 作者: 即席 時(shí)間: 2025-3-30 17:54
Verena Geweniger,Alexander Bohlanderoth critically and speculatively on the important issues that emerged. Although we raise more questions than we answer, we hope that they are formulated in ways that point forward to further inquiry, and perhaps even to action and advocacy.作者: 開玩笑 時(shí)間: 2025-3-30 23:59
,“I’m the One Who Makes the Lego Racers Go”: Studying Virtual and Actual Play,ic toys. As a media researcher (as well as a parent) fascinated by video games, I began to notice some unexpected and intriguing aspects of their play. I picked up the family video camera and began recording them, unwittingly embarking on what was to become an in-depth study with important implications.作者: 音樂會(huì) 時(shí)間: 2025-3-31 03:17 作者: blackout 時(shí)間: 2025-3-31 05:40 作者: Accord 時(shí)間: 2025-3-31 10:15
,Reviewing Young Peoples’ Engagement with Technology,oth critically and speculatively on the important issues that emerged. Although we raise more questions than we answer, we hope that they are formulated in ways that point forward to further inquiry, and perhaps even to action and advocacy.