Play (activity) in the context of "Children's playground"

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⭐ Core Definition: Play (activity)

Play is a range of intrinsically motivated activities done for recreation. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds.

Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. Accordingly, play can range from relaxed, free-spirited, spontaneous, and frivolous to planned or even compulsive. Play is not just a pastime activity; it has the potential to serve as an important tool in numerous aspects of daily life for adolescents, adults, and cognitively advanced non-human species (such as primates). Not only does play promote and aid in physical development (such as hand-eye coordination), but it also aids in cognitive development and social skills, and can even act as a stepping stone into the world of integration, which can be a very stressful process. Play is something that most children partake in, but the way play is executed is different between cultures, and the way that children engage with play varies.

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Play (activity) in the context of Narrative

A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller, novel, etc.). Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these.

Narrative is expressed in all mediums of human creativity, art, and entertainment, including speech, literature, theatre, dance, music and song, comics, journalism, animation, video (including film and television), video games, radio, structured and unstructured recreation, and potentially even purely visual arts like painting, sculpture, drawing, and photography, as long as a sequence of events is presented.

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Play (activity) in the context of Learning

Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.

Human learning starts at birth (it might even start before) and continues until death as a consequence of ongoing interactions between people and their environment. The nature and processes involved in learning are studied in many established fields (including educational psychology, neuropsychology, experimental psychology, cognitive sciences, and pedagogy), as well as emerging fields of knowledge (e.g. with a shared interest in the topic of learning from safety events such as incidents/accidents, or in collaborative learning health systems). Research in such fields has led to the identification of various sorts of learning. For example, learning may occur as a result of habituation, or classical conditioning, operant conditioning or as a result of more complex activities such as play, seen only in relatively intelligent animals. Learning may occur consciously or without conscious awareness. Learning that an aversive event cannot be avoided or escaped may result in a condition called learned helplessness. There is evidence for human behavioral learning prenatally, in which habituation has been observed as early as 32 weeks into gestation, indicating that the central nervous system is sufficiently developed and primed for learning and memory to occur very early on in development.

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Play (activity) in the context of Game

A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art (such as games involving an artistic layout such as mahjong, solitaire, or some video games).

There are many types of games; popular formats include board games, video games, online games, and card games. Games can be played in a variety of circumstances, and some can be played even without any materials or company. Games can be played either for enjoyment or for competition; they can be played alone or in teams; they can be played offline or online.

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Play (activity) in the context of Tool use by non-humans

Tool use by non-humans is a phenomenon in which a non-human animal uses any kind of tool in order to achieve a goal such as acquiring food and water, grooming, combat, defence, communication, recreation or construction. Originally thought to be a skill possessed only by humans, some tool use requires a sophisticated level of cognition. There is considerable discussion about the definition of what constitutes a tool and therefore which behaviours can be considered true examples of tool use. A wide range of animals, including mammals, birds, fish, cephalopods, and insects, are considered to use tools.

Primates are well known for using tools for hunting or gathering food and water, cover for rain, and self-defence. Chimpanzees have often been the object of study in regard to their usage of tools, most famously by Jane Goodall, since these animals are frequently kept in captivity and are closely related to humans. Wild tool use in other primates, especially among apes and monkeys, is considered relatively common, though its full extent remains poorly documented, as many primates in the wild are mainly only observed distantly or briefly when in their natural environments and living without human influence. Some novel tool-use by primates may arise in a localised or isolated manner within certain unique primate cultures, being transmitted and practised among socially connected primates through cultural learning. Many famous researchers, such as Charles Darwin in his 1871 book The Descent of Man, have mentioned tool use in monkeys (such as baboons).

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Play (activity) in the context of Parallel play

Parallel play is a form of play in which children engage in recreational activities adjacent to each other, without trying to influence one another's behavior. It typically begins around 24–30 months, and tapers off within childhood. It is one of Parten's stages of play, following onlooker play and preceding associative play.

An observer will notice that the children occasionally see what the others are doing and then modify their play accordingly. The older the children are, the less frequently they engage in this type of play. However, even older preschool children engage in parallel play, an enduring and frequent activity over the preschool years. The image of parallel play is two children playing side by side in a sandbox, each absorbed in their own game, not interacting with the other. "This is considered an early stage in child development, characterized by egocentric behavior and the inability to decenter and coordinate with the activities of a 'playmate'".

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Play (activity) in the context of Playground

A playground, playpark, or play area is a place designed to provide an environment for children that facilitates play, typically outdoors. While a playground is usually designed for children, some are designed for other age groups, or people with disabilities. A playground might exclude children below (or above) a certain age.

Modern playgrounds often have recreational equipment such as the seesaw, merry-go-round, swingset, slide, jungle gym, chin-up bars, sandbox, spring rider, trapeze rings, playhouses, and mazes, many of which help children develop physical coordination, strength, and flexibility, as well as providing recreation and enjoyment and supporting social and emotional development. Common in modern playgrounds are play structures that link many different pieces of equipment.

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Play (activity) in the context of Posttraumatic stress disorder

Post-traumatic stress disorder (PTSD) is a mental disorder that develops from experiencing a traumatic event, such as sexual assault, domestic violence, child abuse, warfare and its associated traumas, natural disaster, bereavement, traffic collision, or other threats on a person's life or well-being. Symptoms may include disturbing thoughts, feelings, or dreams related to the events, mental or physical distress to trauma-related cues, attempts to avoid trauma-related cues, alterations in the way a person thinks and feels, and an increase in the fight-or-flight response. These symptoms last for more than a month after the event and can include triggers such as misophonia. Young children are less likely to show distress, but instead may express their memories through play.

Most people who experience traumatic events do not develop PTSD. People who experience interpersonal violence such as rape, other sexual assaults, being kidnapped, stalking, physical abuse by an intimate partner, and childhood abuse are more likely to develop PTSD than those who experience non-assault based trauma, such as accidents and natural disasters. In the United States, about 3.5% of adults have PTSD in a given year, and 9% of people develop it at some point in their lives. In much of the rest of the world, rates during a given year are between 0.5% and 1%. Higher rates may occur in regions of armed conflict. It is more common in women than men.

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