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Traditional Toys and Digital Technology: The Symbolic Interactionism of Children at Play

Traditional Toys and Digital Technology: The Symbolic Interactionism of Children at Play. by Shaun M. Gephart California State University, Stanislaus Honors Program. Why are toys important in society?. Toys as Culture. Children’s Games (Bruegel, 1560). Toys as Culture.

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Traditional Toys and Digital Technology: The Symbolic Interactionism of Children at Play

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  1. Traditional Toys and Digital Technology:The Symbolic Interactionism of Children at Play by Shaun M. Gephart California State University, Stanislaus Honors Program

  2. Why are toys important in society?

  3. Toys as Culture • Children’s Games (Bruegel, 1560)

  4. Toys as Culture Toys have existed for hundreds of years in societies, providing cultural significance, and a form of passing down traditional knowledge. In today's industrial society,“'play' continues to be… exploited by companies who make toys”-- Brian Sutton-Smith

  5. How have toys changed?

  6. The Modern Development of Toys One of the most profound changes in manufacturing toys is its digitization. This provokes the main question: Do children, who play with electronic toys, play less creatively or imaginatively than children who play with more traditional toys (Bergen 2004, Plowman et al. 2010).

  7. The Modern Development of Toys The development of digital technology has created ambiguity to the modern definitionof toys. According to Dr. Michael Cohen, a developmental psychologist and researcher on play, "it’s a question of function rather than structure... toys are traditionally a miniature version of something in the adult world”.

  8. The Modern Development of Toys Traditional Toys Modern Toys

  9. Symbolism's Role in Play?

  10. Symbology at Play 1. Human beings act towards "things" on the bases of their meaning (object, social, abstract). 2.The meaning of "things" arises out of social interaction with "responses" to others people and "things". 3.The meaning of "things" are handled and modified through an interpretive process "minding". Herbert Blumer 1900-1987

  11. Case Study of Children at Play

  12. Modesto Church of the Brethern

  13. Case Study: Nursary • Sessions were documented. • Sessions held place Sunday's 9:15am-12:30pm. • Range of age of children = 3-8 (average age = 5). • Average number of children attending sessions = 3.

  14. Children of the Nursary

  15. Measurements • Participant Observation— Investigators used face-to-face interaction with children while in the nursery. • Qualitative Open-Ended Interviews— Investigators asked children open-ended questions in regards to their experiences with toys and technology. • Content Analysis— anything written, visual, or spoken was analyzed by investigators.

  16. Perticipent Observations • Children frequently engaged in digital discussions- the "glue" which binds the group. • Mincraft, Subway Surfers, PixialShooter provide values, roles, attitudes, and beliefs. • Individual or self development of meanings through "minding". • Social recognition through "definition of situtation".

  17. Qualitative Interviews • Favorite toy? Answers (8) 1)Barbie 2) Monster High 3) Little Pony 4) Dora the Explorar 5)Thomas the Tank 6) Mincraft Creeper 7) Dolly 8) LEGOs • Children frequently mentioned toys attached to media or digital technology. Particpents (8) Ages 3-8

  18. What is a toy? Sample Answers: "Something you care about." "Something you can destroy." "Something you love." "Something fun; not boring" Children frequently associated feelings with toys. Qualitative Interviews

  19. Favorite Activity at home? Sample Answers: "Watching television." "Playing games on my tablet." "Apps on the internet." "Watching Netflix on my parents tablet." Children frequently mentioned digital technology or digital media over traditional toys or outdoor activities Qualitative Interviews

  20. So what does it all mean?

  21. Discussion • Frequent exposure with digital media. • Frequently borrowed imagery and themes from digital media- creativity(operationalization) and imagination (conceptulaization). • Traditional toys themselves held digital meanings-value of experience with technology (roles, values, beliefs). • Gathered meanings from toys through feelings.

  22. Discussion • Influence of the investagor • Personal events in children's lives • Not a controlled study • Church's policies

  23. Questions?

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