play Flashcards

(25 cards)

1
Q

play

A

joyful
active engagement
spontaneous
voluntary
intrinsically motivated (we do it because we want to not for rewards like grade or money)
unrelated to immediate survival (not because it provides shelter or food)

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2
Q

development of play

A
  • first we play non-social play 1-3 old
  • then we social play (with others)
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3
Q

non-social

unoccupied play

A
  • Children’s behavior seems more random and without a specific goal.
  • This is the least common form of play.
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4
Q

non-social

solitary play

A

Children play by themselves, do not interact with others, nor are they engaging in similar activities as the children around them.

(ex:with a doll)

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5
Q

non-social

onlooker play

A

Children are observing other children playing. They may comment on the activities and even make suggestions, but will not directly join the play

watching peers play football or tag?

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6
Q

social

parallel play

A

Children play alongside each other, using similar toys, but do not directly act with each other.

ex: two children playing with blocks indivdually but together

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7
Q

associative play

A

Children will interact with each other and share toys, but are not working toward a common goal

two kids are sharing legos but each is building their own thing.

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8
Q

cooperative play

A

Children are interacting to achieve a common goal. Children may take on different tasks to reach that goal.

ex: children playing policia e ladrao

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9
Q

Benefits of play

A
  • Linked with more advanced brain development
    -we use rats to study the advantages of play (because they cant prevent them from playing,socially isolated)
    -for the rats that were allowed to play, their brain development was way more advanced (especially the amygdala)
  • reduction of stress
    -reduce cortisol, and stress levels
  • correlated with improved cognitive skills,social skills,mental health
  • beneficial for learning
  • may push to try harder
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10
Q

study

A

condition 1: play to win sticker
condition 2: play to have fun

result:

when the kids were told to have fun they would try the hardest, when to win they picked those that are easier tasks

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11
Q

Many different types of play

A

Games
Object play
Guided play
Physical play (rough-and-tumble play)
Outdoor play/nature play
Pretend play
**Risky play **

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12
Q

pretend play

A

In which we act “as-if”, engage in make-believe

1.5 - 2 years which is linked to symbolic thoughtthe ability to have a symbol represent something other than itself

Sociodramatic play: pretend play with others, actions/objects woven into an imagined story or situation (3-5 years old)
ex: play house

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13
Q

Benefits of pretend play

A

Associations with..
* Better self-control, emotion regulation
* Improved perspective taking
* Greater language skills
* Greater cognitive capabilities
* Greater social competence

But… does pretend play cause these outcomes? Or do more competent children engage in more pretend play? (correlation)

  • because how will u force them to play is play needs to be voluntary
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14
Q

risky play

A

thrilling and exciting with the possibility of injury

seen across cultures (what types differ)

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15
Q

categories:

A

play with hights
* climbing
play at high speeds
* buggy
play with tools
* using a hammer, knives,easy bake oven
play near elements
* playing in snow,near a fire
play with a chance of getting lost
* mazes,exploring florests
rough and trumblr play
* wrestling with a children

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16
Q

Benefits of risky play

A

Correlated with more physical activity, physical abilities

Correlated with better social competence

Linked to better ability to assess risk (and may reduce injuries long-term)

Linked with better self-esteem, concentration

17
Q

study

A

4-6 yers old classes

condition 1 : class as usuall
condition 2 : 3 months risky play intervention

result: self esteem got better

18
Q

Dodd, Nesbit, & FitzGibbon (2023)
main question

A

Whether time spent playing, and specifically time spent in adventurous play, is associated with children’s mental health and well-being.

Whether these associations differ based on socioeconomic status (SES) and gender.

19
Q

method

A

Participants: Over 1,900 parents of children aged 5–11 years from the UK completed an online survey.

Measures:

Parents reported how much time their child typically spent in adventurous play and non-adventurous play.

Child mental health and well-being were measured using standardized parent-report questionnaires, including the Strengths and Difficulties Questionnaire (SDQ) and items assessing positive affect and play enjoyment.

Procedure: The data were collected during the COVID-19 pandemic (2020–2021), allowing the authors to also consider how pandemic-related restrictions might have influenced playtime and well-being.

20
Q

Findings

A

Adventurous play was positively associated with better mental health outcomes.

Children who spent more time in adventurous play had:

  • Fewer internalizing problems (e.g., anxiety, sadness).
  • Higher positive affect and life satisfaction.

These associations were stronger for children from lower-SES families, suggesting that adventurous play might be especially beneficial in more disadvantaged contexts.

Non-adventurous play did not show the same benefits, emphasizing that it is the risky, challenging nature of adventurous play that supports emotional well-being.

There were no significant gender differences, although boys tended to engage more in adventurous play than girls.

21
Q

implications

A

The study highlights the importance of allowing children opportunities for adventurous play in everyday environments.

Encouraging safe but challenging play may help reduce anxiety and promote resilience and happiness.

Schools, parents, and community planners should create spaces that support safe risk-taking (e.g., adventure playgrounds, natural play areas).

For children from lower-SES backgrounds, increasing opportunities for adventurous play may be a low-cost intervention to support mental health and well-being.

22
Q

limitations

A

The study relied on parent-reported data, which may be biased or subjective.

The cross-sectional design means causation cannot be established (we cannot know for sure if adventurous play causes better well-being or if happier children simply play more adventurously).

The sample was not fully representative of all UK families (more mothers and higher-SES families participated).

The data were collected during the COVID-19 pandemic, which may have affected both play opportunities and mental health in unusual ways.

23
Q

kids are playing less in general

24
Q

How can we bring research on play into the real world?

A
  • ** parent education training**
  • teach kids how to risk play
  • **school/daycare program training
  • community initiative >playgrounds,outdoor spaces
  • laws, policies
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