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  • 文章类型: Journal Article
    游戏对心理健康和幸福很重要。自闭症游戏的描述通常集中在“缺陷”上,并且基于与神经典型“规范”的比较。根据神经多样性范式,重要的是要突出自闭症的声音和困难,差异,探索优势。考虑到这一点,我们设计了本研究的重点是自闭症患者关于自闭症游戏主题的经验和观点。
    我们与自闭症利益相关者进行了磋商,以及与自闭症患者的家长和老师一起帮助我们设计学习和面试问题。我们对22名年龄在18-57岁的自闭症成年人进行了半结构化访谈(临床确诊,n=21;自我诊断,n=1)谁住在英国。我们使用解释性现象学分析来分析数据,以确定主题。
    我们在游戏中的社会化方式中发现了重要的共性和差异,虚构的游戏,和流量(涉及对戏剧的强烈关注的状态)经历。自闭症成年人讨论了孤独游戏和社交游戏的重要性,具有重要的疗养功能的孤独游戏。他们还报告了平行游戏和与类似自闭症患者一起玩的偏好。他们还讨论了想象中的游戏体验,包括社会角色扮演和立足现实的游戏,以及游戏过程中流动体验的双重性质。
    这项研究的发现与以缺陷为中心的对自闭症游戏的理解形成了对比,并建立在神经多样性研究的基础上。我们强调,例如,考虑在哪些不同情况下更喜欢单独游戏或社交游戏的重要性,以及采取个人方法进行游戏的重要性。我们鼓励更广泛地理解和接受这些游戏偏好和体验,以支持自闭症患者的福祉。
    为什么这是一个重要的问题?对自闭症游戏的描述是负面的,是基于非自闭症患者认为自闭症游戏应该是什么样的。我们认为,通过以更平衡的方式探索自闭症游戏并关注自闭症患者对他们的游戏的看法来挑战这一点很重要。这项研究的目的是什么?我们想了解自闭症成年人如何体验游戏。我们还对他们认为自己的游戏与非自闭症游戏有何不同感兴趣。研究人员做了什么?我们请自闭症患者和非自闭症患者帮助我们设计研究和访谈问题。我们采访了22名自闭症成年人,询问他们现在或年轻时的游戏情况。然后,我们使用称为解释现象学分析的定性方法分析了数据。这意味着我们可以确定涵盖该小组观点和经验的主题。这项研究的结果是什么?我们发现了一系列的游戏体验和一些自闭症成年人的不同游戏方式。许多自闭症成年人谈到了自己和与他人玩耍的重要性,孤独的玩耍被描述为正在恢复。一些人描述了更喜欢玩耍,涉及玩耍附近的其他人,而不必直接与他们互动。许多人更喜欢和类似的自闭症患者一起玩。几位自闭症成年人讨论了从事虚构的游戏活动,例如角色扮演和更喜欢基于现实的游戏。他们还描述了一种叫做流动状态的东西的好处和局限性,这涉及到对戏剧的强烈关注。我们的发现强调了自闭症成年人喜欢玩耍的方式以及一些自闭症成年人体验玩耍的不同方式。例如,我们强调了更喜欢单独游戏和社交游戏的情况,以及理解不同的人喜欢以不同的方式玩耍的重要性。这项研究的潜在弱点是什么?我们没有涉及自闭症患者。我们认为,对自闭症游戏的更好理解可以来自于使用更多自闭症参与的方法,比如联合制作。我们的大部分参与者都是白人,受过高等教育,主要使用语音进行交流。我们不知道其他自闭症患者是否会以类似的方式体验游戏。这些发现将如何帮助现在或将来的自闭症成年人?了解和接受自闭症患者喜欢玩耍的方式可以帮助自闭症患者的福祉。在实践中,这包括限制使用支持,目的是使自闭症患者的游戏“正常”,而不是鼓励真正的自闭症游戏。
    UNASSIGNED: Play is important for mental health and well-being. Descriptions of autistic play have typically focused on \"deficits\" and are based on comparisons to neurotypical \"norms\". According to the neurodiversity paradigm, it is important that autistic voices are highlighted and that difficulties, differences, and strengths are explored. With this in mind, we designed the present study to focus on the experiences and perspectives of autistic people concerning the topic of autistic play.
    UNASSIGNED: We conducted a consultation with autistic stakeholders, as well as with parents and teachers of autistic individuals to help us design the study and interview questions. We used semi-structured interviews with 22 autistic adults aged 18-57 years (clinically confirmed diagnosis, n = 21; self-diagnosed, n = 1) who live in the United Kingdom. We analyzed the data using interpretative phenomenological analysis to identify themes.
    UNASSIGNED: We found important commonalities and differences in the ways that socialization in play, imaginary play, and flow (a state involving intense focus on the play) are experienced. Autistic adults discussed the importance of both solitary play and social play, with solitary play having an important recuperative function. They also reported preferences for parallel play and playing with similar autistic people. They also discussed imaginary play experiences, including social role-play and grounded-in-reality play, and the dual nature of flow experiences during play.
    UNASSIGNED: The findings of this study contrast with deficit-focused understandings of autistic play and build on neurodiversity-informed studies. We highlight, for example, the importance of considering the different circumstances under which solitary play or social play are preferred, as well as the importance of taking an individual approach to play. We encourage wider understanding and acceptance of these play preferences and experiences to support autistic people\'s well-being.
    Why is this an important issue? Usually, descriptions of autistic play are negative and are based on what non-autistic people think autistic play should be like. We think that it is important to challenge this by exploring autistic play in a more balanced way and focusing on what autistic people say about their play. What was the purpose of this study? We wanted to find out how autistic adults experience play. We were also interested in how they think their play is different from non-autistic play. What did the researchers do? We asked autistic and non-autistic people to help us design our study and interview questions. We interviewed 22 autistic adults and asked them about their play now or when they were younger. We then analyzed the data using a qualitative method called interpretative phenomenological analysis. This meant that we could identify themes covering the group\'s views and experiences. What were the results of the study? We found a range of play experiences and different ways in which some autistic adults play. Many autistic adults talked about the importance of both playing by themselves and with others, with solitary play described as being recuperating. Some described preferring play that involves playing nearby other people without necessarily interacting with them directly. Many preferred to play with similar autistic people. Several autistic adults discussed engaging in imaginary play activities such as role-play and preferring play that is based on reality. They also described the benefits and limitations of something called a flow state, which involves intense focus on the play. What do these findings add to what was already known? Our findings highlight how autistic adults like to play and different ways some autistic adults experience play. For example, we highlight the situations where solitary play and social play are preferred, and the importance of understanding that different people like to play in different ways. What are potential weaknesses in the study? We did not involve autistic people beyond consultation. We think that a better understanding of autistic play can come from using approaches with greater autistic involvement, such as co-production. Most of our participants were White, highly educated, and primarily communicate using speech. We do not know if other autistic people would experience play in a similar way. How will these findings help autistic adults now or in the future? Understanding and acceptance of the ways in which autistic people like to play can help support autistic people\'s well-being. In practice, this involves limiting the use of supports that aim to make autistic people\'s play “normal” and instead encouraging authentic autistic play.
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  • 文章类型: Journal Article
    限制孩子的屏幕时间已经成为一个新的育儿挑战。由于媒体和数字设备的高吸引力,许多孩子在屏幕时间经历痛苦的过渡到其他活动。屏幕时间发脾气是一个新概念,描述儿童的负面影响屏幕时间限制。了解增加儿童负面反应的因素将有助于家长和教育工作者练习防止屏幕时间发脾气或丰富儿童的非数字活动,使它们成为媒体的有吸引力的替代品。基于对学龄前儿童挫折和愤怒应对机制的理论见解,本研究旨在探讨执行功能技能的影响,家庭活动,和孩子们在屏幕上玩真实玩具的行为时间发脾气。样本包括654对照顾者-儿童对(M儿童年龄=70.3个月,SD=4.02)。结果证实了这样一个假设,即与真实玩具一起玩耍的行为比EF技能更能预防屏幕发脾气。研究结果表明,支持学龄前儿童的游戏活动可能有助于他们避免由于屏幕时间限制而产生的强烈负面影响。这项研究的结果也可以被认为是对理论假设的支持,即游戏可以被认为是应对童年挫折和愤怒的普遍方式。
    Limiting children\'s screen time has become a new parenting challenge. Due to the high attractiveness of media and digital devices, many children experience painful transitions in screen time to other activities. Screen time tantrums is a new concept that describes children\'s negative affect screen time limits. Knowing the factors that increase children\'s negative reactions will be helpful in parents and educators practice to prevent screen time tantrums or enrich children\'s nondigital activities, making them attractive alternatives to the media. Based on theoretical insights into the coping mechanisms of frustration and anger in preschool children, this study was aimed to explore the effects of executive functions skills, family activities, and children\'s play behavior with real toys on screen time tantrums. Sample included 654 caregiver-child pairs (M children age = 70.3 months, SD = 4.02). Results confirmed the hypothesis that play behavior with real toys is a stronger preventor of screen time tantrum than EF skills. The findings suggest that supporting play activity in preschool children might help them to avoid strong negative affects due to screen time limitation. The results of this study may be also considered as a support for the theoretical assumptions that play can be considered as a universal way of coping with frustration and anger in childhood.
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  • 文章类型: Journal Article
    免费游戏对儿童的发展和他们的身体是必不可少的,心理,和社会健康。从事户外自由游戏的机会——尤其是冒险游戏——近年来大幅下降,部分原因是安全措施试图防止所有与游戏相关的伤害,而不是侧重于严重和致命的伤害。危险的游戏是由刺激和令人兴奋的自由游戏形式定义的,涉及结果的不确定性和身体伤害的可能性。风险游戏的支持者将“风险”与“危险”区分开来,并试图将感知的风险重新构建为情境评估和个人发展的机会。该声明权衡了与游戏相关的伤害的负担以及支持冒险游戏的证据,包括它的好处,风险,和细微差别,这可以根据孩子的发育阶段而有所不同,能力,社会和医学背景。提供了促进开放的方法,与家庭和组织进行建设性讨论。鼓励儿科医生将户外冒险游戏视为帮助预防和管理肥胖等常见健康问题的一种方法。焦虑,和行为问题。
    Free play is essential for children\'s development and for their physical, mental, and social health. Opportunities to engage in outdoor free play-and risky play in particular-have declined significantly in recent years, in part because safety measures have sought to prevent all play-related injuries rather than focusing on serious and fatal injuries. Risky play is defined by thrilling and exciting forms of free play that involve uncertainty of outcome and a possibility of physical injury. Proponents of risky play differentiate \"risk\" from \"hazard\" and seek to reframe perceived risk as an opportunity for situational evaluation and personal development. This statement weighs the burden of play-related injuries alongside the evidence in favour of risky play, including its benefits, risks, and nuances, which can vary depending on a child\'s developmental stage, ability, and social and medical context. Approaches are offered to promote open, constructive discussions with families and organizations. Paediatricians are encouraged to think of outdoor risky play as one way to help prevent and manage common health problems such as obesity, anxiety, and behavioural issues.
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  • 文章类型: Journal Article
    在这个实验中,我们研究了一个啮齿动物模型,该模型选择了57代以上,在母系分离期间,超声发声(USV)的发生率高或低。我们调查了这种繁殖对成年动物随后的声音输出的影响,比较不同发育阶段的声学变量。我们假设幼犬USV率的选择会影响成年USV的产生,而不会影响低频呼叫。与这个假设相反,我们发现在选定的成人行之间,USV呼叫数或其他声学变量均无差异.相反,我们发现幼犬USV选择主要影响成人的低频(人类可听到的)呼叫。此外,低频发声并不完全符合体重和基频之间的预测相关性:高线男性,虽然平均来说最重,没有产生最低的基本频率。我们的发现表明,多向性选择早期超声发声行为会导致解剖产生机制和/或神经控制的变化,从而影响低频呼叫。
    In this experiment, we studied a rodent model selected over 57 generations for high or low rates of ultrasonic vocalizations (USVs) during maternal separation as pups. We investigated the influence of this breeding on the adult animals\' subsequent vocal output, comparing acoustic variables across developmental stages. We hypothesized that selection on pup USV rate would impact adult USV production without affecting lower frequency calls. Contrary to this hypothesis, we found neither number of USV calls or other acoustic variables to differ among selected adult lines. Instead, we found that pup USV selection mainly affected adults\' low-frequency (human-audible) calls. Furthermore, low-frequency vocalizations did not fully fit a predicted correlation between body weight and fundamental frequency: high line males, although the heaviest on average, did not produce the lowest fundamental frequencies. Our findings suggest that selection for early ultrasonic vocal behaviour pleiotropically results in changes in anatomical production mechanisms and/or neural control affecting low-frequency calls.
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  • 文章类型: Journal Article
    对于参与健康研究的参与性基于艺术(PAB)计划的需求越来越多,以使用从科学中获取的强大定量评估方法来更好地证明结果。如标准化问卷,为调试和扩大规模决策提供信息。然而,对于尝试这样做的PAB研究人员来说,障碍来自价值观和背景的基本跨学科差异。研究人员必须驾驭艺术产生的基于实践的证据与心理学家寻求的基于证据的实践之间的紧张关系。因此,有必要进行跨学科的艺术与科学合作,以产生与PAB方法更好地保持一致的替代评估方法,结合了系统的严谨性和对价值的敏感性,这种方法的背景和优势。本文集中在另一种跨学科分析工具的开发上,参与式艺术游戏框架(PP-Framework),作为英国AHRC资助的PAB研究项目的艺术心理学合作的一部分:玩A/Part:调查自闭症女孩的身份和经历。我们详细介绍了PP框架开发的三个阶段:1。该框架的初步出现来自参与式音乐和声音研讨会的观察数据的初步视频分析为6名青少年自闭症女孩(11-16岁)运行;2.参与模式的识别和应用;3.进一步测试该框架作为在现实世界中使用的评估工具,涉及专业音乐家在无家可归者中心从事创意音乐项目的交付。PP框架根据执行行为和经验质量来映射参与类型,理解为游戏模式。它作为分析参与者参与的工具,提供一种基于创造性参与环境中工作过程的工具,同时对所产生的美学品质敏感,并能够捕获参与中的有益变化。它为研究人员提供了一种概念性方法来观察参与性艺术实践,考虑到具体的参与和互动过程。它通过对自闭症表演和掩蔽的理解以及对环境塑造的意义的生态理解来了解,社会关系和感知主体性。该框架有可能成为一个双向工具,为从业者和参与者申请。
    There are increasing demands for Participatory Arts-Based (PAB) programs involved in health research to better evidence outcomes using robust quantitative evaluation methodologies taken from science, such as standardized questionnaires, to inform commissioning and scale-up decisions. However, for PAB researchers trying to do this, barriers arise from fundamental interdisciplinary differences in values and contexts. Researchers are required to navigate the tensions between the practice-based evidence produced by the arts and the evidence-based practice sought by psychologists. Consequently, there is a need for interdisciplinary arts-science collaborations to produce alternative methods of evaluation that are better aligned to PAB approaches, and which combine systematic rigor with a sensitivity to the values, contexts and strengths of this approach. The current article centers on the development of an alternative transdisciplinary analytic tool, the Participatory arts Play Framework (PP-Framework), undertaken as part of an arts-psychology collaboration for a UK AHRC-funded PAB research project: Playing A/Part: Investigating the identities and experiences of autistic girls. We present details of three stages in the development of the PP-Framework: 1. preliminary emergence of the framework from initial video analysis of observational data from participatory music and sound workshops run for 6 adolescent autistic girls (aged 11-16); 2. identification and application of modes of engagement; and 3. further testing of the framework as an evaluation tool for use in a real-world setting, involving professional musicians engaged in delivery of a creative music project at a center for homeless people. The PP-Framework maps types of participation in terms of performative behaviors and qualities of experience, understood as modes of play. It functions as a vehicle for analyzing participant engagement, providing a tool predicated on the processes of working in creative participatory contexts while also being sensitive to the esthetic qualities of what is produced and capable of capturing beneficial changes in engagement. It offers a conceptual approach for researchers to undertake observation of participatory arts practices, taking account of embodied engagement and interaction processes. It is informed by understandings of autistic performativity and masking in conjunction with an ecological understanding of sense making as being shaped by environments, social relations and sensing subjectivity. The framework has the potential to be a bi-directional tool, with application for both practitioners and participants.
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  • 文章类型: Journal Article
    游戏空间是儿科医疗保健环境的重要组成部分。它们为孩子们提供了体验社交的重要机会,情感,以及在医疗机构中预约或住院时玩耍的发展益处。这些空间可以帮助减轻压力,在陌生的环境中提供一种常态感,并促进儿童及其家庭的社会参与。考虑到儿科医疗保健环境中游戏空间的好处,重要的是要了解如何设计这些空间,以提高儿童的包容性和护理质量。本次范围审查的目的是探索当前对儿科游戏空间设计的理解。使用与儿童相关的搜索词,卫生保健,和游戏空间,在30年的时间里搜索了6个跨学科数据库.搜索发现了2,533条记录,其中包括18条供审查。研究结果表明,尽管有据可查,游戏空间提供了宝贵的社会和情感利益,人们对可以而且应该纳入的具体设计功能知之甚少,以增加游戏机会,并确保它们惠及所有儿童和家庭。Further,文献主要考虑指定游戏或娱乐室的游戏空间。鼓励学者考虑如何将游戏机会纳入这些房间边界以外的儿科医疗保健环境的设计中。未来的研究还应考虑游戏空间用户的多样性,包括不同年龄和能力的孩子,为儿童及其家庭创造更多可访问和包容性的儿科游戏空间。提高游戏空间设计的知识可以帮助优化这些重要空间的质量,并确保他们的设计有意义地提高儿童的游戏体验和护理质量。
    Play spaces are important components of paediatric healthcare environments. They provide children with critical opportunities to experience the social, emotional, and developmental benefits of play while in healthcare settings for appointments or hospitalizations. These spaces can help to mitigate stress, provide a sense of normalcy in unfamiliar environments, and facilitate social engagement for children and their families. Given the benefits of play spaces in paediatric healthcare settings, it is important to understand how these spaces can be designed to enhance children\'s inclusion and quality of care. The aim of this scoping review was to explore the current understanding of paediatric play space design. Using search terms related to children, health care, and play space, six interdisciplinary databases were searched over a 30-year period. The search found 2,533 records from which eighteen were included for review. Findings suggest that although it is well-documented that play spaces offer valuable social and emotional benefits, little is known about the specific design features that can and should be incorporated to enhance play opportunities and ensure that they benefit all children and families. Further, the literature mostly considers play spaces in the context of designated play or recreational rooms. Scholars are encouraged to consider how play opportunities can be incorporated into the designs of paediatric healthcare environments beyond the boundaries of these rooms. Future studies should also consider the diversity of play space users, including children of varying ages and abilities, to create more accessible and inclusive paediatric play spaces for children and their families. Advancing knowledge on play space design can help to optimize the quality of these important spaces and to ensure their designs meaningfully enhance children\'s play experiences and quality of care.
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  • 文章类型: Journal Article
    表面上,恐惧和幽默似乎是相反的心态,然而,在我们的生活中,它们不断互动。在本文中,我们合成神经生物学,心理,关于恐惧和幽默的进化研究,认为这两者有很深的联系。幽默的进化起源在于玩耍,一种媒介,动物通过它良性地探索情况和实践策略,比如战斗或逃跑,这通常会伴随着恐惧。认知上,幽默保留了游戏的结构。采用幽默的观点需要两次评估,违规评估和良性评估,我们描述了如何通过上下文线索使诱发恐惧的刺激变得幽默,心理距离,重构,和认知重新评估。幽默和恐惧之间在神经化学和生理效应方面的对立关系反过来又使幽默成为在许多情况下管理恐惧的理想选择。我们回顾了五个现实世界中幽默和恐惧交叉的例子,在此过程中提供新数据以支持我们的帐户。最后,我们讨论了幽默和恐惧之间的深层联系可能的治疗相关性。
    On the surface, fear and humor seem like polar opposite states of mind, yet throughout our lives they continually interact. In this paper, we synthesize neurobiological, psychological, and evolutionary research on fear and humor, arguing that the two are deeply connected. The evolutionary origins of humor reside in play, a medium through which animals benignly explore situations and practice strategies, such as fight or flight, which would normally be accompanied by fear. Cognitively, humor retains the structure of play. Adopting a view of humor as requiring two appraisals, a violation appraisal and a benign appraisal, we describe how fear-inducing stimuli can be rendered benignly humorous through contextual cues, psychological distance, reframing, and cognitive reappraisal. The antagonistic relationship between humor and fear in terms of their neurochemistry and physiological effects in turn makes humor ideal for managing fear in many circumstances. We review five real-world examples of humor and fear intersecting, presenting new data in support of our account along the way. Finally, we discuss the possible therapeutic relevance of the deep connection between humor and fear.
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  • 文章类型: Journal Article
    像iPad这样的数字设备从小就在儿童游戏中盛行。这如何塑造幼儿的游戏是一个相当大的争论领域,没有任何明确的共识,如何不同的游戏形式被带入iPad的互动。在这项研究中,我们检查了两个学龄前儿童的98个游戏活动,以2岁和4-5岁为特征,他们玩iPad和非数字人工制品。使用了三种分析方法:建立在数字游戏框架上的索引[Bird,Jo,还有苏珊·爱德华兹.2015.儿童通过游戏学习使用技术:数字游戏框架。“英国教育技术杂志”46(6):1149-1160。doi:10.1111/bjet.12191],指数的定量描述,并对儿童游戏进行了定性互动分析。结果表明,与iPad的游戏相比,使用iPad的游戏表现得更少,与年龄典型的游戏规范不同。我们讨论了这些结果对儿童在当代幼儿环境中的游戏和儿童的学习意味着什么。
    Digital devices such as iPads are prevalent in children\'s play from an early age. How this shapes young children\'s play is an area of considerable debate without any clear consensus on how different forms of play are brought into the iPad interaction. In this study, we examined 98 play activities of children in two preschool settings, featuring 2 and 4-5-year-olds, their play with iPads and non-digital artefacts. Three analytical approaches were used: an index built on a digital play framework [Bird, Jo, and Susan Edwards. 2015. \"Children Learning to Use Technologies Through Play: A Digital Play Framework.\" British Journal of Educational Technology 46 (6): 1149-1160. doi:10.1111/bjet.12191 ], a quantitative description of the index, and a qualitative interaction analysis of children\'s play. Results show how play with iPads is characterised as less ludic than play with other artefacts, and diverges from the age-typical norms of play. We discuss what these results might mean for children\'s play in contemporary early childhood settings and for children\'s learning.
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  • 文章类型: Journal Article
    本文旨在反思儿童YouTubers玩耍的视频中的童年图像,分析其中所描绘的游戏的性质及其与儿童游戏权的关系,并受到保护免受任何形式的剥削。
    方法:对YouTube上分享的100个视频进行了文献研究,进行分类内容分析,重点是成人和儿童参与与视频中存在的平台语言对话的模式。
    结论:儿童艺术表现与童工剥削之间的界限变得越来越具有挑战性,由于家庭环境和主要的父母控制,法律讨论在监管方面存在困难。分析揭示了视频是如何被视为标准化商品的,将具体工作隐藏在明显的自发性形象背后。
    结论:该研究强调了儿童的合同数字风险,专注于与商业化相关的领域。分析的视频反映了孩子玩耍的基本权利的工具化,与市场利益相关,这是剥削童工的一个方面,自发地损害游戏的自由。
    This article aims to reflect on the images of childhood in videos featuring child YouTubers playing, analyzing the nature of play portrayed in them and its relationship with the child\'s right to play and be protected against any form of exploitation.
    METHODS: A documentary study of 100 videos shared on YouTube was conducted, subjected to categorical content analysis with an emphasis on the modes of participation of adults and children in dialogues with the platform\'s languages present in the videos.
    CONCLUSIONS: The boundaries between children\'s artistic expression and child labor exploitation are becoming increasingly challenging, with legal discussions presenting difficulties in regulation due to the home environment and predominant parental control. The analysis reveals how the videos are perceived as standardized commodities, hiding the concrete work behind an image of apparent spontaneity.
    CONCLUSIONS: The research highlights contractual digital risks for children, focusing on those related to commercialization. The analyzed videos reflect an instrumentalization of the child\'s basic right to play, associated with market interests, an aspect that takes on the contours of child labor exploitation, compromising the freedom to play spontaneously.
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  • 文章类型: Journal Article
    儿科住院是一种常见的经历,可能会增加儿童的孤立感,并影响他们的社会情感健康。教育者和医生可以最大限度地减少这些负面影响的住院,如果他们能够倾听儿童的声音,因此,更好地满足他们的需求。这项定性研究概述了患有疾病的儿童如何积极构建和组织他们对疾病的想法和感受,在医院的生活,和关系。我们从先前更全面的研究中收集了儿童的叙述(包括来自意大利29家公立医院儿童的379个叙述,年龄范围3-14岁)。选择并使用解释性现象学分析(IPA)对标题为“我和我的病”或“我和其他人”的叙述进行分析,以确定儿童经验的丰富性和复杂性。结果表明,儿童对疾病的描述受认知和社会因素的影响。对于孩子们来说,感觉不适或健康的概念不仅与他们因医疗状况而住院的事实有关;相反,它受到他们与他人建立关系的能力的影响,玩,积极,在医院环境中感到活着。倾听叙事可以加深我们对儿童疾病相关经历的理解,以及他们如何理解自己的处境。提出了一系列实践建议,以帮助卫生专业人员和教育工作者提高他们的听力能力,并更好地防止不良的儿科住院结果。
    Pediatric hospitalization is a common experience that may increase children\'s sense of isolation and impinge on their social-emotional wellbeing. Educators and medical practitioners could minimize these negative effects of hospitalization if they were able to listen to the voices of the children and, therefore, better meet their needs. This qualitative study provides an overview of how children with a medical condition actively construct and organize their thoughts and feelings about illness, life in hospital, and relationships. We extrapolated from a collection of children\'s narratives from a previous more comprehensive study (consisting of 379 narratives from children in 29 public hospitals across Italy, age range 3-14 years). Narratives grouped under the headings \"Me and my illness\" or \"Me and the others\" were selected and analyzed using interpretative phenomenological analysis (IPA) to identify the richness and complexity of children\'s experience. Results showed that children\'s description of their illness was affected both by cognitive and social factors. For children, the concept of feeling ill or well is not linked only to the fact that they are in hospital for a medical condition; rather, it is influenced by their ability to form relationships with others, play, be active, and feel alive within the hospital environment. Listening to narratives can deepen our understanding of children\'s illness-related experiences and how they make sense of their situation. A set of practice implications are presented to help health professionals and educators to improve their listening capabilities and better prevent adverse pediatric hospitalization outcomes.
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