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Which clippings match 'Childrens Media' keyword pg.1 of 1
15 NOVEMBER 2014

The Pixel Press Platform: draw your own video game

"We've set out to make Pixel Press an amazing game creation platform, and to do that we have to enable creators like you the ability create many different styles of games. We're starting with Pixel Press Floors and hope to continue with future game titles like Pixel Press Quest and Pixel Press Tracks."

(Robin Rath)

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TAGS

2013bring to lifechildrens mediacomputer gamesdesigning and makingdrawing app • effective modelling • enabling technologiesimage recognitioniOS apps • level design • making a game • pencil and paperphysics • Pixel Press • Pixel Press Floors • Robin Rath • video game • video game level creator

CONTRIBUTOR

Simon Perkins
31 OCTOBER 2013

Squidsoup's Living Timeline at Amsterdam's Cinekid Festival

"We are delighted to be part of this year's Cinekid Festival (see http://www.cinekid.nl/ for more info) in Amsterdam, the Netherlands. In among a host of awesome content and highly engaging interactive kid–oriented experiences, we have installed our Living Timeline project. It feels great to give the piece its first international audience, and to be in this cool exhibition."

(Squidsoup)

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CONTRIBUTOR

Simon Perkins
23 NOVEMBER 2009

Intertextual Enterprises: Writing Alternative Places and Meanings in the Media Mixed Networks of Yugioh

"The media mix of Pokemon, and subsequent series such as Digimon and Yugioh, create a virtual world that manifests in multiple media forms, and though which consumers can craft their own narrative trajectories through play with video and card games (Allison 2002; Tobin 2004a). This is a networked world of expanding reference that destabilizes the prior orthodoxy of children's media (Tobin 2004a). Rather than spoon–feed stabilized narratives and heroes to a supposedly passive audience, Pokemon and Yugioh invite children to collect, acquire, recombine, and enact stories within their peer networks, trading cards, information, and monsters (Buckingham and Sefton–Green 2004; Yano 2004) in what Sefton–Green has called a 'knowledge industry' (Sefton–Green 2004, 151). These media mixes challenge our ideas of childhood agency and the passivity of media consumption, highlighting the active, entrepreneurial, and technologized aspects of children's engagement with popular culture. They also create a proliferating set of contact points between practice, media, and imaginings, as players perform and identify with media characters in multiple and often unexpected ways.

An early draft of a paper published in Debbora Battaglia Ed. Encountering the Extraterrestrial: Anthropology in Outerspaces. Duke University Press. 2005. This paper was first presented at the 2002 meetings of the American Anthropological Association"

(Mimi Ito)

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TAGS

2005 • alternative places • card gamechildhood agencychildrens mediacollaborationcollectcommunityconsumersDigimondigital culture • enact • engagemententrepreneurshipgamesheroesimaginingsinteractionintertextuality • knowledge industry • media characters • media consumption • media mix • Mimi Itomonster • narrative trajectories • narrativesnetworked worldorthodoxypassive audience • peer networks • play • players • Pokemonpopular culture • recombine • social interaction • stabilisation • story • technologised • trading cardsvideovirtual worldYugioh

CONTRIBUTOR

Simon Perkins
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