• 제목/요약/키워드: Play Theory

검색결과 611건 처리시간 0.035초

가작화 놀이와 이야기 만들기에서 나타나는 유아의 마음 다루기 (Children's Theory of Mind in Pretend Play and Story-Making)

  • 송영주
    • 아동학회지
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    • 제33권3호
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    • pp.99-117
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    • 2012
  • The purpose of this study was to investigate children's theory of mind in pretend play and story-making, from a qualitative perspective. Three-to-five year old children participated in group play and individual story-making activities. Children's narratives undertaken in two tasks were video-taped, transcribed, analyzed and reorganized into three key propositions, in consideration of the field notes that the researcher had taken. The children started their pretend play and story-making activities by 'forming connections among minds' of participants or story components. They continued to engage in pretend play and story making by 'dealing minds constructively and consistently' to keep their themes. Finally they resolved discordances in play and story-making by 'settings different mind windows and moving among them flexibly'.

놀이이론 기반의 인터넷 루머의 집합적 확산자에 관한 연구 (Dynamic Process of Collective Internet Rumor Based on Play Theory)

  • 장용호;박령주
    • 한국시스템다이내믹스연구
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    • 제14권4호
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    • pp.5-35
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    • 2013
  • The study examines the play theory based internet rumor process by using simulating tools, Vensim, which offer a new theoretical basis from which to explore complex adaptive social system. Internet rumor is not a simple linear diffusion process, but a complex interaction behavior between the actors of production and diffusion. Rumor actors consist of two type of diffusion, which is rumor mongers and playful mongers. These two type of mongers make the internet rumor as collective system. Playful mongers play strategically to maximize playfulness. Internet rumor as play is consequence of collective framing constituted by dynamic interaction and playfulness. The networking space spreading internet rumor function as a playground which mobilize play rule, ignoring fact based framing. Rumor as paly, even though it turns out to be a false and loses the public attentions rumor sustains the game play function which makes the rumor without natural extinction. The study proves that playful mongers is a main actors in rumor play ground.

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Convergence Learning Program based on Childhood's Sociopsychological Development and Design Thinking

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.176-183
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    • 2020
  • This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.

굿놀이와 탈놀이의 제의성 고찰 -빅터 터너(V. Turner)의 사회극 이론을 바탕으로 (A Study on the Ritual of Exorcism Play and Mask Play - Based on Victor Turner's theory of social drama)

  • 양진영
    • 공연문화연구
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    • 제39호
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    • pp.581-607
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    • 2019
  • 이 논문은 굿놀이와 탈놀이가 제의적 성격에서 차이가 있다는 점에 주목해 문화인류학자인 빅터 터너(Victor Turner)의 사회극(social drama) 이론을 통해 제의성을 고찰하는데 연구 목적이 있다. 터너는 인간사의 모든 사건을 사회적 드라마로 보고 위반(breach)→ 위기(crisis)→ 교정행동(redressive action)→ 재통합(reintegration)의 4단계 구조 이론에 기반해 해석하고 있다. 특히 마을 공동체에서 교정 단계는 법적, 정치적 해법보다는 제의적 해법을 통해 이루어진다고 보고 있다. 본고는 이런 터너의 이론에 기반해 2장에서는 제주도의 대표적인 굿놀이인 영감놀이를 분석하고 평화적 제의에 따라 재통합에 이르는 과정을 설명한다. 이어 3장에서는 같은 원리로 꼭두각시놀음을 분석해 이 놀이의 경우 희생적 제의에 의해 교정행동이 해결되고 있음을 고찰한다. 4장에서는 앞서두 연극에서 얻은 결과가 다른 전통극에서도 유사한 양상을 보이는가를 확인해 본다. 이를 위해 굿놀이에서는 제주의 서천꽃놀이, 전상놀이, 세경놀이, 산신놀이 등을 대상으로, 탈놀이에서는 봉산탈춤, 양주별산대놀이, 고성오광대, 하회별신굿탈놀이 등을 대상으로 교정 단계를 분석한다. 이런 연구의 결과 굿놀이와 탈놀이가 제의적 성격에서 차이가 있음을 입증하는 것이 본고의 논점이다. 다만 본 연구는 제의성의 차이점을 모색하는 단계에 그치고 차이가 발생하는 역사적, 사회적 원인에 대한 조명은 추후 연구과제로 남겨둔다.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • 제21권2호
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로 (Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory)

  • 박만수;김천웅;한동섭
    • 한국콘텐츠학회논문지
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    • 제18권8호
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    • pp.148-156
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    • 2018
  • 본 연구는 VR 게임의 담론 활성화를 위한 기초 연구의 입장에서 요한 하위징아와 로제 카이와의 놀이이론을 바탕으로 기존 디지털 게임의 놀이적 특성을 유형화하였고, 해당 유형을 바탕으로 VR 게임의 놀이적 특성을 살펴보았다. 그 결과 VR 게임은 디지털 게임과 놀이적 특성을 상당 부분 공유하고 있는 것으로 나타났다. 그럼에도 불구하고 VR 게임에서는 HMD 착용에 의한 실제 세계와의 완벽한 단절과 새로운 입/출력 장치를 통해 자유로운 신체적 활동이 가능하게 되었다. 결국 놀이 환경의 변화로 인한 여러 감각적 자극을 통해 실재감, 몰입, 정서적 즐거움, 만족도의 증가 등 놀이자 경험에도 큰 영향을 미치게 되었다. 본 연구는 차후 다양하게 형성될 VR 콘텐츠의 특성을 연구하는 중요한 지표로 활용될 수 있을 것으로 기대된다.

인지심리학 요소를 이용한 게임플레이 설계방법에 관한 연구 (A Study on Game Play Design Using Elements of Cognitive Psychology)

  • 김정현;장희동;김경식
    • 한국게임학회 논문지
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    • 제3권2호
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    • pp.64-70
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    • 2003
  • Game play is a procedure of playing the game following the results of choices existing in the game. Such games are generally implemented not by certain rules and techniques like other designs but by abilities and experiences of game designers. In this paper we propose a design method of game play through possibility reasoning and distributions using elements of cognitive psychology which are 'a theory about problem solving' and 'a theory about reasoning and decision'. These two theories are very closely related to game play which has the procedure of solving problem of continuous choices and their results.

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유아들의 쌓기놀이에 관한 질적 연구 (A Qualitative Research on Block Play for Children)

  • 이경순;최석란
    • 아동학회지
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    • 제25권5호
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    • pp.95-110
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    • 2004
  • This research employs the grounded theory approach among various qualitative methodologies in order to reach a deep understanding of both the experiential process that children undergo in block play and the essential meaning of it. The objects of this study are 22 children(female 7, male 15) in a 5-year-old class of K kindergarten at Guro district, Seoul. The result of this research shows that first, children take pleasure in block play because of the delight and sense of accomplishment in building, the joy in demolishing, and the happiness of embracing the world through dramatic play with building structures. Second, the characteristics of children's block play are popular subject of the play, decision of the subject, impromptu transformation and elaboration of building structures, and flow of the play according to friend/non-friend relationship. Third, the implicit rules shared by children have more significant influences upon the block play than the agreed rules at the beginning of semester.

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미학적 놀이 개념과 알바 알토의 건축 (Aesthetic Concept of Play and Architecture of Alvar Aalto)

  • 김현섭
    • 건축역사연구
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    • 제19권2호
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    • pp.67-83
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    • 2010
  • The purpose of this research is to rethink Alvar Aalto's architecture on the basis of the aesthetic concept of play. This attempt is valid because he had asserted the importance of play in his design. But more fundamentally, his critical view of the instrumentalised rationalism implied the idea that a human being is "Man the Player" as well as "Man the Thinker", of which theory was elaborated in Johan Huizinga's Homo Ludens (1938). Premised on it, this paper investigated the evolution of the play idea in aesthetics and located Aalto's concept within the map. Summing up, his play was an intuitively grasped desire opposed to a rational requirement, which leads to a dialectical synthesis. This schema is similar to that of Schiller, in which Spiel reconciles the reason and the sense. However, Aalto's play could be differentiated into the "astonishingly rational" and "a jest", each of which roughly corresponds to the Spieltrieb (play impulse) and the sinnliche Trieb (sensuous impulse) in Schiller's thinking. On the other hand, Aalto's architecture illustrates play that could be interpreted as the overflow of surplus energy. This play is the very concept that can bridge the gap in the form-function formula of modern architecture. Aalto's play idea seemed to basically originate from his personality but its value must be confirmed by the Finnish litterateur Yrjo Hirn as Aalto mentioned in his statements (1953 & 1972). It appears that Aalto's play concept was materialised in architecture through his typical design language, such as the undulating wall, the aperspective space, the imitation of nature and the collage of heterogenous elements. However, we should be careful not to reductively analyse the application of play in practise. As Huizinga's comprehensive theory suggests, the play element exists in any cultural areas including any architectural activities. In conclusion, this paper argues that Alvar Aalto the Homo Ludens presented the possibility of critical rationalism in modern architecture by imbuing dry modernism with "the life enhancing charm" of "the art of play".

패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로- (Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory-)

  • 박신영;이윤경;이미아
    • 한국의류학회지
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    • 제45권1호
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.