Socialization games




















Of course, schools can be bubbles too. For example, private schools are opt-in, and even public schools will expose you only to people from your local community.

World of Warcraft is another good example where socializing may be greater than the actual game play. Most guilds are casual and act as virtual meeting places for folks to chat and organize things like 5-man dungeon runs. To be successful you must run these at regular times, several times a week. You need a good pool of players to do 25 man raiding, so a typical core might be people.

To be competitive, you have to have some sort of attractive website or portal to advertise your guild to potential players and there is a great deal of discussion over the internet before, after and during your raids.

The actual mashing of buttons playing the game is quite a small part of the total experience. I quit raiding a number of years ago, but I can count several as my friends to this day from all over the world from the camaraderie built up from raiding several nights a week for the couple of years I participated in it.

JFA refers to the transcripts of gaming sessions as evidence that gaming does not promote good socialization. Cost-benefit Analysis, Economics of Education. Socialization Via Videogames Categories: Cost-benefit Analysis Economics of Education.

JFA Mar 13 at pm. Jeff B Mar 13 at pm. Tom DeMeo Mar 13 at pm. This could include raising their hand to speak and sitting quietly in a group when expected to.

When social skills have developed in a child, independence and problem-solving skills should follow naturally. They will begin to make decisions and realize how their behavior or decisions might affect others.

The innate sense of right and wrong will also dictate their actions. When children are in preschool, they often require help to develop their social skills and this is when preschool games can really come in handy. The teacher can make use of many games and activities to help facilitate this development. Imaginary play is a great way to encourage socialization in children as they are practicing every-day social skills whilst doing every-day activities. These could include dress up, telephone play, playing shop, acting out stories and rhymes and playing house.

Building a Lego Town When the teacher makes use of games to encourage socialization, group activities would naturally come to mind as most or all of the children will be involved. The class could work together to build a Lego Town.

They will have a common goal and will have to exercise many of the social skills mentioned earlier. Each child will make a large paper cone and they will all stand in a circle. Once the child achieves each task, they can tick it off on their sheet of paper. Once they have completed all of the acts of kindness, the teacher can reward them with something that is meaningful to that particular child.

Adding to cultural aspect of body, there is diversity in practice movement. For examples, swimming is practiced differently from one society to another and even from one generation to another. Everyone must learn to use their body according to what they learn from their family, their environment and their society. Everything is acquired. In fact, physical activities reflect their social context. There is interaction between the players themselves, and between the players and the environment.

Thus, the player is continuously in interaction and in communication with others, whether it is his partner or his opponent, and in relation with the external environment which is the space where the game takes place, and it is in these interactions that the game makes sense [ 4 ].

Although, the richness, study of the games, there have been a little interest even ignored. A few classical authors have taken an interest in play and have studied it as an object. Among them, Johan Huizinga, in his seminal work Homo-ludens [ 5 ]. An action devoid of any material interest and any utility that is accomplished in a time and in an expressly circumscribed space, taking place in order according to given rules.

Thus, gambling is a leisure and entertainment activity which allows the player to escape from work and obligations. But this freedom is achieved within the limits of time and within the framework of the circumscribed space. The game is rich, it has a meaning,. For Huizinga, play is older than culture and is the core of culture. It does not arise from the game as a living fruit that separates from the mother plant, but it unfolds in the game and as a game.

This approach is shared by Caillois [ 6 ]. According to the author, this activity is unrestricted. Gambling as a leisure hobby is opposed to well-spent working time. If the working time is paid and productive, the game is characterized by free and unproductive. Bourdieu [ 7 , 8 , 9 ] who leaned on the question of the sociology of sporting tastes linked to style and social class. Much has been done since then, and the sociology of games has now established itself as a discipline in its own right.

She therefore considers games to be a phenomenon that can be justified by a scientific approach, which attempts to objectify the movements of the human body, to understand how it develops and flourishes in a social environment.

The neglect of traditional games in the sports practices of daily life of leisure time and the predominance of sport raise the question of our identity. It could be described as invasion that require awareness. In fact, to escape the predominance of sport, there must be an awareness of the crucial role of traditional games as a cultural and socializing phenomenon.

Through traditional games, the child comes into contact with rules and codes; in its very body, it shares the collective norm in all conformity and legitimacy. The essence of traditional games is in the tradition that sets the rules.

To this end, the tradition transmits to the game its codes, its rituals which constitute the master piece. Originated to the Maghreb culture, the reflection on the study of games has imposed itself on us for two reasons. In the first place, during our daily observation, we were struck by the disappearance of the traditional games in favor of the sport which is hoisted on the shield.

The Algerian child plays football in the street, plays basketball and volleyball in sports clubs, while ignoring his own traditional games. In the second place, it is clear that the work on playful bodily practices in the Maghreb and particularly in Algeria is not legion.

Borhane Errais and Mohamed Ben LarBi have deepened their studies on playful practices in the Maghreb, qualifying them as changing practices. Indeed, colonialism has substituted a universal model of bodily practices which is the sport, at the expense of traditional games which are put under wraps. In French colonial schools, the Algerian child was exposed to French culture. According to Kent, when a culture is under attack, it is always the traditional games that are most affected.

It change both inter-group relations and cultural practices. When the colonizer strikes down their material resources, the games take second place in the sense the preoccupation of the group is more to survive than enjoy leisure. Classification is a key step in the construction of the object.

It is often attached to a philosophy, a theory adopted by the researcher. Taking classification as a thread of analysis and a technique, it makes it possible to classify and organize the world of games. He calls them Agon, Alea, Mimicry and Ilinx. Caillois associates Agon with dueling, rivalry, competition; sporting events are an ostentatious illustration of this category. On the other hand, Alea is associated with the game of chance where fate and luck are major factors of success; we find this in the example of the games of roulette, tossing a coin.

The Mimicry represents role-playing games where the player plays to pretend, such as disguise games or mask games. The Caillois classification has the merit of identifying the games according to roles and criteria; on the other hand the last criterion Ilinx is put in reserve, because the player is in continual control of his actions. The vertigo is only a final sensation, but after controlled movement and ability, as the examples of acrobatics and sliding prove.

The person who plays is a person who adopts attitudes, chooses strategies, and invents behaviors that take shape in motor actions. Therefore, the player is in a system of interaction with the environment and with other players. This system of interaction is at the heart of motor action. The key factor present in any situation is the notion of uncertainty: the informational dimension therefore takes on a major importance, insofar as it determines the behavior of the players.

In an environment with uncertainty, the informational dimension is capital, because all decisions and all behaviors depend on it. In the case of outdoor games forest, wood, large rivers , the player is in contact with the environment, he faces the forces of the world. Recognition of the terrain and training may nevertheless reduce the hazard. It is also important to note that a beginner and a professional player do not have the same perception of the pitch.

In a ski descent, the professional player has prior information about the terrain, which allows him to choose the best strategy and succeed, while the beginner, lacking information, makes his decisions in a completely different direction. When we observe children playing different kinds of games, we see different behaviors. These are not chosen by the players, they are intrinsic to the rules of the game. However, if two players are opponents in the fighting game, they can be partners in a team game.

It presents a system of norms that the player assimilates and literally internalizes in his body when playing.



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