Search results for "Play and Playthings"
showing 10 items of 23 documents
The effects of data collection and observation methods on uncertainty of social networks in wild primates
2020
International audience; In social species, network centralities of group members shape social transmission and other social phenomena. Different factors have been found to influence the measurement of social networks, such as data collection and observation methods. In this study, we collected data on adults and juveniles and examined the effect of data collection method (ad libitum sampling vs. focal animal sampling) and observation method (interaction—grooming; play—vs. association—arm‐length; 2 m; 5 m proximities—) on social networks in wild vervet monkeys. First, we showed using a bootstrapping method, that uncertainty of ad libitum grooming and play matrices were lesser than uncertaint…
The consistency of individual centrality across time and networks in wild vervet monkeys
2021
Previous primate social network studies largely limited their focus to grooming and/or aggression networks, particularly among adult females. In addition, the consistency of individuals' network centrality across time and/or different networks has received little attention, despite this being critical for a global understanding of dynamic social structure. Here, we analyzed the grooming, aggression, and play social networks of a group of 26-28 wild vervet monkeys (Chlorocebus pygerythrus), including adults and juveniles, over two periods of 6 months. We collected data on grooming, play, and aggression using focal animal sampling with instantaneous recording and ad libitum sampling. We exami…
Effectance and control as determinants of video game enjoyment
2007
This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc.
Developmental trends in children's pretend play.
1991
The developmental trends in pretend play were investigated in children 2-6 years of age (18 in each of five age groups) by examining changes in pretend action and speech separately. Play behaviour was assessed by using a selected set of Duplo Lego toys. Interest focused on occurrence of decentration, decontextualization and integration at different age levels. The proportions of decentred and decontextualized acts, action integrations and play themes, increased linearly with age. Changes in substitutive and inventive actions were, however, more minor than expected. Single-scheme combinations did not reveal any essential aspect of the development of children's symbolic competence. In this se…
The play and language behavior of mothers with and without dyslexia and its association to their toddlers' language development.
2004
The play and language behavior of mothers with ( n = 49) and without ( n = 49) specific reading disabilities (RD) was investigated during play with their 14-month-old children. The contribution of maternal behavior to the language development of their children was examined. The children's receptive and expressive language skills were assessed longitudinally at 14, 18, and 30 months, using the MacArthur Communicative Development Inventories and the Reynell Developmental Language Scales. Children with and without familial risk for RD did not differ from each other in any play or language measures at these ages. No group differences were found for mothers' manifestations of nonsymbolic play a…
Assessment of ecotoxicity and total volatile organic compound (TVOC) emissions from food and children's toy products
2018
The development of new methods for identifying a broad spectrum of analytes, as well as highly selective tools to provide the most accurate information regarding the processes and relationships in the world, has been an area of interest for researchers for many years. The information obtained with these tools provides valuable data to complement existing knowledge but, above all, to identify and determine previously unknown hazards. Recently, attention has been paid to the migration of xenobiotics from the surfaces of various everyday objects and the resulting impacts on human health. Since children are among those most vulnerable to health consequences, one of the main subjects of interest…
Physical activity of children: a global matrix of grades comparing 15 countries.
2014
The Active Healthy Kids Canada (AHKC) Report Card on Physical Activity for Children and Youth has been effective in powering the movement to get kids moving by influencing priorities, policies, and practice in Canada. The AHKC Report Card process was replicated in 14 additional countries from 5 continents using 9 common indicators (Overall Physical Activity, Organized Sport Participation, Active Play, Active Transportation, Sedentary Behavior, Family and Peers, School, Community and Built Environment, and Government Strategies and Investments), a harmonized process and a standardized grading framework. The 15 Report Cards were presented at the Global Summit on the Physical Activity of Child…
A Revised Short Form of the Extended Class Play Among Italian Early Adolescents
2019
Among the measures assessing peer reputation, the Extended Class Play (ECP) is now used extensively in North American settings. Little information is available in other cultural contexts. Furthermore, practical considerations suggest developing a shorter form of the ECP to be used in socio-educational environments. This study examined the ECP dimensions of peer assessment in Italy as well as developed a shorter form of the measure. We revised the ECP using factor analyses according to an explorative-confirmatory approach. The original 37-item ECP was shortened to a 22-item version and, subsequently, the properties of the revised measure were evaluated. We performed two studies comprising, r…
Pet dogs' behavior when the owner and an unfamiliar person attend to a faux rival.
2017
While dog owners ascribe different emotions to their pets, including jealousy, research on secondary emotions in nonhuman animals is very limited and, so far, only one study has investigated jealousy in dogs (Canis familiaris). This work explores jealousy in dogs one step further. We conducted two studies adapting a procedure devised to assess jealousy in human infants. In each study 36 adult dogs were exposed to a situation in which their owner and a stranger ignored them while directing positive attention towards three different objects: a book, a puppet and a fake dog (Study 1: furry; Study 2: plastic). Overall, the results of both studies do not provide evidence that the behavioral resp…
Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder
2015
Abstract Introduction Video games are not only changing due to technical innovation, but also because of new game design and monetization approaches. Moreover, elite gamer groups with financial in-game-investments co-finance all users of free-to-play-games. Besides questions on youth protection, the growing popularity of free-to-play games has fostered discussions on supposed associations to Internet Gaming Disorder (IGD). Method Children and adolescents using free-to-play browser games were examined in a German school-based representative study (N = 3967; age range 12 to 18). Based on a clinical self-report AICA-S (Wolfling et al., 2011), students were categorized into non-problematic, ris…