The Playful Affordances of Picture Book Apps for Children

Hanna Järvenpää
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引用次数: 2

Abstract

The tradition of children’s literature has evolved side by side with the market of children’s entertainment, games, and toys. The selection of contemporary print products includes a wide variety of materially or technologically enhanced picture books. This background is rarely considered in the examination of children’s book applications that have attracted scholarly interest after the arrival of smartphones and tablets during the early 2010s.The relationship between picture book apps, mobile games, and digital playthings requires further examination that considers the specific affordances of the mobile platform. Leaning on five case studies, this article examines how picture book apps afford opportunities for a reading experience that contains features characteristic for children’s digital play. For this purpose, I adapt a specific model of close reading that focuses on the visual, auditory, tactile, and performative elements of children’s video games.On the basis of the case studies, it seems that navigating a picture book app requires balancing between different modes of action: reading, playing, and exploring. Engagement with picture book apps has different forms that resemble the features of both traditional print reading and digital play. However, further examination of children’s playful reading practices and intergenerational play is necessary from a premise that recognizes playing with a book as a valuable research topic.
儿童绘本应用程序的有趣的启示
儿童文学的传统是随着儿童娱乐、游戏和玩具市场的发展而发展的。当代印刷产品的选择包括各种各样的材料或技术增强的绘本。在2010年代初智能手机和平板电脑问世后,儿童图书应用程序引起了学者的兴趣,但在对这些应用程序的研究中,很少考虑到这一背景。图画书应用、手机游戏和数字玩具之间的关系需要进一步研究,考虑到手机平台的特殊功能。通过五个案例研究,本文探讨了绘本应用程序如何提供包含儿童数字游戏特征的阅读体验。为此,我采用了一种特殊的细读模式,专注于儿童电子游戏的视觉、听觉、触觉和表演元素。在案例研究的基础上,浏览绘本应用程序似乎需要在不同的行为模式之间取得平衡:阅读、游戏和探索。与绘本应用程序的接触有不同的形式,类似于传统印刷阅读和数字游戏的特征。然而,在认识到玩书是一个有价值的研究课题的前提下,进一步研究儿童的游戏阅读实践和代际游戏是必要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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