Superhero toys and boys' physically active and imaginative play.Abstract. The influence of superhero su·per·he·ro n. pl. su·per·he·roes A figure, especially in a comic strip or cartoon, endowed with superhuman powers and usually portrayed as fighting evil or crime. versus nonsuperhero toys on boys' physically active and imaginative play was studied in 29 dyads (n = 58 middle-class middle class n. The socioeconomic class between the working class and the upper class. mid dle-class preschool boys; M age = 54.95 mos, SD = 5.28
mos). Each dyad dyad /dy·ad/ (di´ad) a double chromosome resulting from the halving of a tetrad. dy·ad n. 1. Two individuals or units regarded as a pair, such as a mother and a daughter. 2. participated in two play sessions: 1) superhero toys (media related) and 2) nonsuperhero (nonmedia related) toys. Dyads were observed for the frequency and quality of roles, themes, level of physical activity in their play, and aggression aggression, a form of behavior characterized by physical or verbal attack. It may appear either appropriate and self-protective, even constructive, as in healthy self-assertiveness, or inappropriate and destructive. . Parents reported on their children's favorite television shows. Results indicated that dyads engaged in more character/fictive (media related) roles in the superhero condition and more frequent familial familial /fa·mil·i·al/ (fah-mil´e-il) occurring in more members of a family than would be expected by chance. fa·mil·ial adj. , occupational, exploration, and no roles in the nonsuperhero condition. Dyads were more physically active in the nonsuperhero than superhero condition, and no aggression or violence was observed in either play session. Findings are discussed in light of children's development and implications for educators and parents. ********** The deregulation Deregulation The reduction or elimination of government power in a particular industry, usually enacted to create more competition within the industry. Notes: Traditional areas that have been deregulated are the telephone and airline industries. of children's television in 1984 led to an onslaught of marketing television programming with associated products In the context of fuels and lubricants, a petroleum or chemical product used as a hydraulic fluid, corrosion preventive, liquid propellant, or specialized product, required for the operation, maintenance, or storage of military equipment. (Levin lev·in n. Archaic Lightning. [Middle English levene, levin; see leuk- in Indo-European roots.] & Carlsson-Paige, 1995b). The broadcasting media and the toy industry virtually bombarded youngsters with marketing for products associated with television shows and movies (e.g., action figures, other toys, games, lunchboxes, t-shirts, school bags) (Kline & Pentecost Pentecost (pĕn`təkôst) [Gr.,=fiftieth], important Jewish and Christian feast. The Jewish feast of Pentecost, in Hebrew Shavuot, the Feast of Weeks, one of the three pilgrimage festivals, arose as the celebration of the closing of the , 1990). The media's focus is on capturing and maintaining children's attention and extending this influence into their play. Parents, educators, and professionals have voiced concerns regarding the endorsement of promotional toys and the influence that they may have on young children's pretend play. They wonder about the influence of superhero versus nonsuperhero toys on boys' physically active and imaginative play. Some researchers and practitioners warn about the violent and aggressive nature of superhero play (Carlsson-Paige & Levin, 1990; Kostelnik, Whiren, & Stein Stein , William Howard 1911-1980. American biochemist. He shared a 1972 Nobel Prize for pioneering studies of ribonuclease. , 1986; Kuykendall, 1995); however, little empirical data links superhero play and aggression. Rather, the literature consists of anecdotal anecdotal /an·ec·do·tal/ (an?ek-do´t'l) based on case histories rather than on controlled clinical trials. anecdotal adjective Unsubstantiated; occurring as single or isolated event. reports of aggression based on educator surveys or studies that suffer from serious methodological problems (Boyd Boyd may refer to any of the following: People See Boyd (surname) The name Boyd has Irish roots that originally meant "blondheaded". Fictional characters
Early childhood theorists argue that dramatic (pretend) play provides an important context within which children can express themselves, deal with the many complexities of their world, and develop cognitive, language, physical, and social skills (Johnson, Christie Christie can refer to:
People:
Act or process of knowing. Cognition includes every mental process that may be described as an experience of knowing (including perceiving, recognizing, conceiving, and reasoning), as distinguished from an experience of feeling or of willing. (Berk, 1994). In fact, dramatic play occurs daily in the lives of young children, as they are constantly involved in transformations and imitation imitation, in music, a device of counterpoint wherein a phrase or motive is employed successively in more than one voice. The imitation may be exact, the same intervals being repeated at the same or different pitches, or it may be free, in which case numerous types of people, animals, and machines. Dramatic play encompasses children's ability to interact with the physical and social environment, engage in object transformations, and adopt roles to act out known stories, real or imaginary Imaginary can refer to:
Superhero Play: What Is It? Superhero play is a special type of fantasy play that refers to "the active physical play of children pretending to be media characters imbued with extraordinary abilities, including superhuman strength This article or section may contain an of published material that conveys ideas not attributable to the original sources. Please help Wikipedia by adding sources whose main topic is "Superhuman strength". See the for details. This article has been tagged since October 2007. or the ability to transform themselves into superhuman su·per·hu·man adj. 1. Above or beyond the human; preternatural or supernatural. 2. Beyond ordinary or normal human ability, power, or experience: "soldiers driven mad by superhuman misery" entities" (Boyd, 1997, p. 23). There is no allusion al·lu·sion n. 1. The act of alluding; indirect reference: Without naming names, the candidate criticized the national leaders by allusion. 2. to aggression or violence, but rather the child is engaged in a pretend adventurous ad·ven·tur·ous adj. 1. Inclined to undertake new and daring enterprises. 2. Hazardous; risky. ad·ven theme that may include physical activity. Boys, rather than girls, predominately engage in superhero play (Boyd, 1997; Pellegrini & Boyd, 1993) and, according to according to prep. 1. As stated or indicated by; on the authority of: according to historians. 2. In keeping with: according to instructions. 3. Bauer and Dettore (1997), find it appealing for several reasons: 1) children are primarily intrigued by the powers of superheroes Superheroes are fictional heroes who possess abilities beyond those of normal human beings. Superheroes may also refer to:
v. fled , flee·ing, flees v.intr. 1. To run away, as from trouble or danger: fled from the house into the night. 2. (Carlsson-Paige & Levin, 1990). Children's involvement in superhero play has often concerned parents and educators (Greenberg, 1995; Gronlund, 1992; Levin & Carlsson-Paige, 1995a). According to Boyd (1997), the number of articles on the subject of superhero play from 1990-95 was twice that published from 1985-90. This increase may reflect, in part, educators' concern for the safety of children and for themselves, as well as worries about the violence permeating per·me·ate v. per·me·at·ed, per·me·at·ing, per·me·ates v.tr. 1. To spread or flow throughout; pervade: "Our thinking is permeated by our historical myths" society and television and its effects on the themes of children's pretense. Television viewing has become the central activity in most North American North American named after North America. North American blastomycosis see North American blastomycosis. North American cattle tick see boophilusannulatus. homes (approximately 7.5 hours/day), and much programming contains frequent and excessive violence (Asamen & Berry Berry, former province, France Berry (bĕrē`), former province, central France. Bourges, the capital, and Châteauroux are the chief towns. , 1993; Simmons, Stralsworth, & Wentzel, 1999). Moreover, Waters (1993) found that 82 percent of the programs children watch contain at least some violence, and superhero shows, in particular, contain at least 32 violent acts per hour. These statistics may be the driving force behind the concerns adults express about superhero play (Carlsson-Paige & Levin, 1990). Several studies have examined associations between superhero play and aggressive or violent actions. Boyatzis's (1997) parent survey indicated that the more parents reported girls watched the Power Rangers This article lists fictional characters from the Power Rangers universe who have served as Power Rangers. Unlike the List of Power Rangers characters, which lists serving Power Rangers alphabetically alongside other characters from the same fictional universe, this article lists only show, the more aggressive the girls were rated by parents and educators; associations for boys were in the same direction, but not significant. In a national survey of early childhood educators' experiences with the Teenage Mutant (programming) mutant - Microsoft's term for a mutex which is generally used in user mode but can also be used in kernel mode. According to this terminology a mutex is only used in kernel mode. ["Microsoft Windows NT Workstation Resource Kit"]. Ninja Turtles (Levin & Carlsson-Paige, 1995a), 97 percent of educators reported negative effects on behavior and interpersonal in·ter·per·son·al adj. 1. Of or relating to the interactions between individuals: interpersonal skills. 2. relations; specifically, they reported an increase in aggression and rough behavior. In an experimental study, Kaplan (1998) investigated whether children who watched the Power Rangers television show would engage in aggressive acts; he concluded that children who watched this show engaged in aggressive acts seven times more frequently than did those who did not. Boyatzis, Matillo, and Nesbitt (1995) reported that after watching only one episode of the Power Rangers show, boys committed aggressive acts seven times more frequently than control children. While the short-term Short-term Any investments with a maturity of one year or less. short-term 1. Of or relating to a gain or loss on the value of an asset that has been held less than a specified period of time. experimental situation may have influenced the boys to imitate im·i·tate tr.v. im·i·tat·ed, im·i·tat·ing, im·i·tates 1. To use or follow as a model. 2. a. the Power Rangers by using karate karate: see martial arts. karate Martial art in which an attacker is disabled by crippling kicks and punches. Emphasis is on concentration of as much of the body's power as possible at the point and instant of impact. chops chops the jowls or flesh of lips and jaw in dogs. and flying kicks, whether such acts were aggressive or merely examples of play fighting In humans, play fighting (sometimes called roughhousing) is an activity in which two or more people act as though they are in combat, but without actually meaning to harm their partners, nor dealing sufficient bodily harm to make the game unenjoyable. or rough and tumble The first use of the term Rough and Tumble for fighting dates back to the early 1700s in the North American frontier. Rough and Tumble fighting was the original American No Holds Barred underground hybrid "sport" that had but one rule - you win by knocking the man out or making him play is not clear. In a more controlled observational study In statistics, the goal of an observational study is to draw inferences about the possible effect of a treatment on subjects, where the assignment of subjects into a treated group versus a control group is outside the control of the investigator. , Boyd (1997) reported that only 2 out of 17 children in a preschool classroom exhibited superhero play over a one-month period. In her second sample of 16 children, only 5 percent were observed engaging in superhero play. Interestingly, in both samples, boys were the only superhero players and there were no incidences of physical harm or violence observed. These findings contradict con·tra·dict v. con·tra·dict·ed, con·tra·dict·ing, con·tra·dicts v.tr. 1. To assert or express the opposite of (a statement). 2. To deny the statement of. See Synonyms at deny. previous work (Boyatzis et al., 1995; Carlsson-Paige & Levin, 1990) and suggest that superhero play may not always involve aggressive acts. Yet, many educators and parents worry that by engaging in superhero play or by watching others being aggressive on television, children will become desensitized de·sen·si·tize tr.v. de·sen·si·tized, de·sen·si·tiz·ing, de·sen·si·tiz·es 1. To render insensitive or less sensitive. 2. Immunology To make (an individual) nonreactive or insensitive to an antigen. towards violence and become more tolerant of real-life aggression. In fact, some literature indicates that viewing violence on television is associated with increased aggression (see Beckman, 1997; Simmons et al., 1999, for reviews); however, it is not clear if superhero play has the same effect on children as more realistic television violence. Furthermore, Tobin (2000) criticized media research for analyzing the content of children's television shows and movies rather than investigating children's talk about television/movie text to determine their ability to distinguish reality from fantasy. Although a similar criticism can be directed to the findings reported above, further research is required before reaching any conclusions. In sum, evidence of an association between superhero play and aggression is mixed at best. As Boyd (1997) argues, there is little valid data examining the association between violence, aggression, and children's superhero play, nor is there empirical data on the value of superhero play. In fact, Boyd (1997) criticized the extant ex·tant adj. 1. Still in existence; not destroyed, lost, or extinct: extant manuscripts. 2. Archaic Standing out; projecting. work because it mostly relied on anecdotal reports and surveys of preschool/school-age educators (Boyatzis, 1997; Levin & Carlsson-Paige, 1995a) rather than on empirical data. We know little about the themes and roles of superhero play and if children, in fact, do engage in more aggressive acts as they play with superhero toys in a typical early childhood classroom. Finally, we need to consider the role of toys in influencing children's play. Influence of Toys on Play Toys have been conceptualized as being either low realism/structure (e.g., blocks) or high realism/structure toys (e.g., realistic dolls, superheroes, cooking pots) that may represent items in the real world (McLoyd, 1983). Toys do not independently elicit e·lic·it tr.v. e·lic·it·ed, e·lic·it·ing, e·lic·its 1. a. To bring or draw out (something latent); educe. b. To arrive at (a truth, for example) by logic. 2. children's behavior, but rather play and language generally follow the themes suggested by the materials (Howe, Moiler, Chambers, & Petrakos, 1993), especially with functionally explicit or realistic toys such as a doctor's kit. By contrast, when children choose less realistic toys, their play is more varied but shorter in duration (Pellegrini, 1987). Children also play longer and in more complex ways in same-gender groups and with gender-preferred toys (Rubin, Fein, & Vandenburg, 1981). Valued toys and social groups may elicit complex play and language because children are motivated mo·ti·vate tr.v. mo·ti·vat·ed, mo·ti·vat·ing, mo·ti·vates To provide with an incentive; move to action; impel. mo to interact with peers around preferred toys. Boys are more attracted to fantastic games and warlike war·like adj. 1. Belligerent; hostile. 2. a. Of or relating to war; martial. b. Indicative of or threatening war. warlike Adjective 1. male characters (e.g., soldiers, pirates This is a list of known pirates, buccaneers, corsairs, privateers, and others involved in piracy. This list includes both captains and prominent crew members. See also: pirates, wokou, buccaneers, corsairs, and privateers Ancient World The first public release of a translator to Scheme by Matt Birkholz, Jim Miller, and Ron Weiss, written at Digital Equipment Corporation's Cambridge Research Laboratory runs , 1984; Tobin, 2000; Wegener-Spohring, 1989), and they demonstrate greater enjoyment in their fantasy play (Pulaski, 1973). Given the literature indicating that boys engaged in superhero play more frequently than girls, we chose to focus only on the play of boys with realistic toys (superhero figures versus more generic but realistic nonsuperhero figures). Males have been described as being physically active in their play, as well as engaging in more rough and tumble play than girls (Pellegrini & Boyd, 1993; Pulaski, 1973). Although Fein (1989) reported that physically active play accounted for only 10 percent of behavior in child care, boys who were engaged in superhero or rough and tumble play exhibited higher levels of physical play, wrestling wrestling, sport in which two unarmed opponents grapple with one another. The object is to secure a fall, i.e., cause the opponent to lose balance and fall to the floor, and ultimately to pin the supine opponent's shoulders to the floor, through the use of body , and physical assault on objects than girls (Maccoby, 1988). The Present Study The present study examined the influence of superhero toys (realistic character toys derived specifically from television or film superheroes) and nonsuperhero toys (generic realistic nonsuperhero characters) on the frequency and quality of 4-year-old boys' physically active and imaginative play. Specifically, we investigated 1) the frequency of superhero play, 2) the themes and roles enacted, 3) the level of physical activity, and 4) the frequency of aggression. Boys were placed in dyads with preferred play partners and were videotaped in a private space outside the regular classroom that allowed for physically active play. Each dyad was given two sets of play materials for two 8-minute play sessions: 1) superhero and 2) nonsuperhero figures. First, taking into account boys' preferences for fantastic games (McLoyd, 1983) and warlike materials (Wegener-Spohring, 1989), we predicted that participants would engage in a higher number of character/fictive roles with superhero than with nonsuperhero toys. Second, based on the literature revealing that more varied themes and fantastic roles were elicited e·lic·it tr.v. e·lic·it·ed, e·lic·it·ing, e·lic·its 1. a. To bring or draw out (something latent); educe. b. To arrive at (a truth, for example) by logic. 2. by highly realistic materials and that play and language tend to follow themes suggested by materials (Pulaski, 1973), it was predicted that there would be a higher number and a greater variety of themes observed in the nonsuperhero condition. Third, given that boys display frequent playful play·ful adj. 1. Full of fun and high spirits; frolicsome or sportive: a playful kitten. 2. physical activity, including wrestling, jumping, and shouting (Maccoby, 1988), it was expected that the dyads would be involved in higher levels of physical activity with the superhero toys; we did not, however, expect to observe aggressive acts. Method Participants Fifty-eight boys attending one of 12 English-speaking child care centers in a large bilingual bi·lin·gual adj. 1. a. Using or able to use two languages, especially with equal or nearly equal fluency. b. (French, English) metropolitan area (population = 3,000,000) participated. The boys' M age = 54.95 mos (SD = 5.28 mos) and all attended child care full-time. All parents (80 percent mothers) completed a demographic questionnaire; years of post-secondary education (M = 4.10 yrs, SD = .79 yrs) and job descriptions indicated a middle-class sample (Hollingshead, 1975). Children came from bi- bi- word element [L.], two. bi- 1 or bin- pref. 1. Two: bilateral. 2. Both: binaural. 3. or trilingual homes (47 percent) and spoke English, French, and/or a third language. Procedure Once parental permission was obtained, the first author visited each classroom to familiarize herself with the setting and to establish rapport The former name of device management software from Wyse Technology, San Jose, CA (www.wyse.com) that is designed to centrally control up to 100,000+ devices, including Wyse thin clients (see Winterm), Palm, PocketPC and other mobile devices. with the children. A peer nomination method was used to create dyads by pairing boys who nominated nom·i·nate tr.v. nom·i·nat·ed, nom·i·nat·ing, nom·i·nates 1. To propose by name as a candidate, especially for election. 2. To designate or appoint to an office, responsibility, or honor. one another as someone they liked to play with a great deal (Asher, Singleton sin·gle·ton n. An offspring born alone. singleton Medtalk One baby. Cf Triplet, Twin. , Tinsley, & Hymel, 1979). Only boys with parental permission participated in the nomination process. If children nominated more than one peer, they were paired with the first child who nominated them. This procedure ensured that dyads were composed of preferred playmates. First, the dyads participated in a 5-minute warm-up warm-up pre-race exercise by a horse. session in a separate room that ensured some privacy and included a clear space on the floor that allowed for physical activity. The warm-up session consisted of an open-ended game (farm set) that children could set up and play with as they wished. Once the boys were at ease with the surroundings, two counterbalanced coun·ter·bal·ance n. 1. A force or influence equally counteracting another. 2. A weight that acts to balance another; a counterpoise or counterweight. tr.v. , 8-minute play sessions (superhero or nonsuperhero materials) were introduced and videotaped. For example, the superhero characters were placed on the floor in random order and the dyad was told that they could play with the toys as they wished. After eight minutes, these materials were removed and the second set was introduced. The warm-up and two play sessions transpired on the same day and lasted approximately 20-25 minutes per dyad. Finally, the parental questionnaire, which assessed demographic information and television watching habits, was sent home, and parents returned it to the child care center director. Materials The researcher provided 22 figurines: 11 superhero figurines, such as Batman, Spiderman, and Power Puff girls, and 11 nonsuperhero or nonmedia-related figurines, such as generic female dolls (see Table 1). Each play condition included 1 female and 10 male figurines. The two conditions were balanced for the same number and types of figures--for example, the Spiderman superhero toy was matched with a comparable nonsuperhero character in terms of size and similar features. Measures Parental Questionnaire. Parents answered a short questionnaire assessing demographic information (e.g., number of children, level of education) and children's television viewing habits (e.g., number of hours of television watched weekly, favorite shows). Play Measures. The following information was coded from the videotaped play sessions: (1) Types of roles. The eight categories for types of roles enacted during pretense were based on a modification of Garvey and Berndt (1975) and McLoyd (1983). These roles were 1) character/fictive, 2) familial, 3) functional, 4) peripheral, 5) occupational, 6) exploration/negotiation, 7) other, or 8) no role (see Table 2 for definitions and examples). For each 15-s interval, the type of pretense role that each dyad engaged in for the majority of the interval was coded. If more than one role was displayed during the interval, the role with the longest duration was coded. If two roles of equal length occurred, the role that occurred first was coded. This procedure also was followed for the coding of themes and level of physical activity. (2) Play themes. This measure assessed the type and variety of themes the dyads engaged in during the sessions. Categories of themes were derived from Garvey and Berndt (1975), McLoyd (1983), and Carlsson-Paige and Levin (1990) and were: 1) action/battling, 2) capture/rescue, 3) submit/vanquish, 4) attack/flee, 5) domestic, 6) nurturing, 7) building, 8) performing, 9) exploration/negotiation, 10) other, or 11) no theme (see Table 2 for definitions and examples). Themes were recorded for every 15-s interval during the play session and the theme observed for the majority of the interval was coded. (3) Level of physical activity. This measure assessed the level of physical activity of the dyad during each 15-s interval by using a 5-point rating scale: 1 = no physical activity to 3 = moderate activity to 5 = high physical activity (see Table 2 for definition and examples). (4) Frequency of physical and verbal aggression. The frequency of physical and verbal aggression was coded during each 15-s interval (see Table 2 for definitions and examples). A tally also was calculated for children's use of war materials during each 15-s interval (e.g., pretend guns, swords); however, the children were not given toy weapons Toy weapons are toys that mimic real weapons, but are designed to be fun for children to play with and less dangerous. Types of toy weapons Some are essentially similar to the real thing, but less powerful. . Interrater Reliability The first author and a second, independent person unfamiliar with the study's goals conducted interrater reliability on 5 of the 29 dyads (17 percent) for coding of themes, roles, physical activity, and aggressive acts. The independent coder was trained for 10 hours prior to coding. Interrater reliability for aggression was calculated by computing computing - computer the sum of all agreements divided by the sum of agreements plus disagreements (96 percent). Reliability for roles and themes was calculated with Cohen's kappa Cohen's kappa coefficient is a statistical measure of inter-rater reliability. It is generally thought to be a more robust measure than simple percent agreement calculation since κ takes into account the agreement occurring by chance. (k = .81). Reliability for the physical activity ratings was calculated with Spearman-Brown Formula (r = .83), which is appropriate for rating scale data. Results Results for children's play will be presented as follows: 1) descriptive statistics descriptive statistics see statistics. ; 2) comparing play (i.e., roles, themes) in the superhero and nonsuperhero sessions; and 3) associations of roles, themes, and aggression with type of favorite television program. Descriptive Statistics Means and standard deviations In statistics, the average amount a number varies from the average number in a series of numbers. (statistics) standard deviation - (SD) A measure of the range of values in a set of numbers. for the roles and themes are found in Tables 3 and 4. It was apparent that children engaged in a range of roles and themes. Although no incidents of physical or verbal aggression were observed in either play condition, a low frequency of play with aggressive play objects (e.g., pretend guns, swords) was observed (superhero condition M = .31, SD = 1.00, range 0 - 5; nonsuperhero condition M = .17, SD = .66, range 0 - 3). Roles in the Superhero and Nonsuperhero Conditions We predicted that a higher frequency of character/fictive roles would occur in the superhero than in the nonsuperhero toy condition. A paired sample t-test t-test, n an inferential statistic used to test for differences between two means (groups) only. This statistic is used for small samples (e.g., N < 30). Also called t-ratio, stu-dent's t. indicated a significant difference in the frequency of character/fictive roles in the two play conditions (see Table 3). Specifically, a higher number of character/fictive roles were observed with the superhero toys, thus providing support for the hypothesis. Next, paired sample t-tests detected that there were more familial/relational roles, occupational roles, exploration/negotiation roles, and no roles observed in the nonsuperhero than the superhero condition. Functional and peripheral roles did not differ in the two conditions. In sum, the pattern of findings supported hypothesis 1; in other words Adv. 1. in other words - otherwise stated; "in other words, we are broke" put differently , that providing boys with superhero toys would be associated with a greater frequency of character/fictive roles. In contrast, more familial, occupational, exploration/negotiation roles, and a lack of roles were evident with the nonsuperhero toys. Themes in the Superhero and Nonsuperhero Conditions This hypothesis stated that the nonsuperhero condition would be characterized char·ac·ter·ize tr.v. character·ized, character·iz·ing, character·iz·es 1. To describe the qualities or peculiarities of: characterized the warden as ruthless. 2. by a greater frequency of themes and a greater variety of themes. To test for frequency of themes, a series of paired sample t-tests were conducted between superhero and nonsuperhero themes (see Table 4). Findings revealed that the building theme occurred significantly more frequently in the nonsuperhero than in the superhero condition. Two trends emerged and suggested a greater occurrence of nurturing/caring themes and domestic/housekeeping themes in the nonsuperhero condition. Interestingly, there were no significant differences between the two play conditions in the remaining themes and, overall, the hypothesis was not supported. To test for variety of themes, the total variety of themes for each dyad was calculated for both conditions. Using the total scores, a paired sample t-test indicated that there was no significant difference between the number of different themes observed in the two play conditions, t(28) = -.49, ns; superhero M = 3.48, nonsuperhero M = 3.62. Physically Active Play in the Superhero and Nonsuperhero Conditions This hypothesis predicted that dyads would exhibit higher levels of physically active play in the superhero condition. The total score for physical activity in each condition was calculated and tested by using a paired samples t-test. Contrary to the hypothesis, greater physical activity was rated during the nonsuperhero than the superhero condition, t(28) = 2.55, p < .01; superhero M = 45.34, nonsuperhero M = 49.58. Physical and Verbal Aggression and Use of Aggressive Play Objects First, the rate of physical and verbal aggression exhibited by the dyads and, second, the use of aggressive play objects were compared in the two conditions. Overall, no aggression was observed in either play condition. The findings for use of aggressive play objects (i.e., pretend guns, swords) indicated a low frequency overall and a nonsignificant non·sig·nif·i·cant adj. 1. Not significant. 2. Having, producing, or being a value obtained from a statistical test that lies within the limits for being of random occurrence. difference between the two conditions, t(28) = .66, ns; superhero M = .31, nonsuperhero M = .17. Favorite Type of Television Programming and Roles, Themes, and Physical Activity Additional analyses were conducted to determine associations between the child's favorite type of television program and roles, themes, and level of physical activity. An individual score was calculated for each boy, based on his parents' report. Specifically, the child's favorite type of television program was calculated (superhero or nonsuperhero). Pearson correlations were employed to analyze the relationship between favorite type of television show and the frequency of 1) roles, 2) themes, and 3) level of physical activity. For the superhero condition, findings revealed no significant correlations between any of the roles and television programs that the children watched on a weekly basis, r(58) = -.10 to .11, ns. For the nonsuperhero condition, the only significant correlation indicated that children who preferred nonsuperhero programs were more likely to engage in peripheral roles, r(58) = -.29, p < .05. Next, correlations were conducted between the themes and favorite type of television show in both conditions. In the superhero condition, children who preferred superhero programming were more likely to engage in attack/battling themes when provided with superhero toys, r(58) = -.36, p < .01. In the nonsuperhero condition, boys who preferred superhero programs were more likely to engage in attack/battling themes with nonsuperhero toys, r(58) = -.48, p < .01. Finally, there were no significant correlations in either toy condition between type of television program and physical activity, rs(58) = -21 to .11, ns. Discussion The mass media has been postulated pos·tu·late tr.v. pos·tu·lat·ed, pos·tu·lat·ing, pos·tu·lates 1. To make claim for; demand. 2. To assume or assert the truth, reality, or necessity of, especially as a basis of an argument. 3. to play an instrumental role in children's play in relation to choice of toys, physical activity, pretend themes, and roles. Thus, the purpose of the present study was to investigate the influence of superhero versus nonsuperhero toys on boys' physically active and imaginative play. Furthermore, analyses examined the frequency of aggression and associations between types of preferred television programs and children's play. Impact of Superhero Toys on Roles The first hypothesis--that a higher frequency of character/fictive roles would occur in the superhero toy condition--was supported; specifically, superhero toys were associated with character/fictive and exploration/negotiation roles. Children's choices of roles may have been influenced by the media characters, which supports research indicating that older preschoolers are more interested in enacting roles that are less familiar (e.g., fictional and novel occupational roles) than in the typical domestic/familial roles (Garvey & Berndt, 1975). It is also possible that children were imitating the roles that they had associated with the characters from particular television programs. This argument is in line with Carlsson-Paige and Levin's (1987, 1990) work showing that children use television-based toys to imitate television images and behaviors. Alternatively, children may have been exploring the roles that they associated with these characters on a more personal level, in an attempt to build an understanding of life experiences (Piaget Pia·get , Jean 1896-1980. Swiss child psychologist noted for his studies of intellectual and cognitive development in children. , 1962). Children may adopt points of view different from their own to learn how actions affect others. Clearly, such speculations Speculations is an online resource for writers who wish to break into or increase their presence within the science fiction, fantasy, or other speculative fiction subgenres. Speculations has been a Hugo Award nominee seven times. The website is maintained by Kent Brewster. require further study. Gender also may be an important factor. Since the dyads were all male and they were friends, this may have encouraged the boys to engage in character/fictive roles, because they shared similar interests. According to Carlsson-Paige and Levin (1987, 1990), some girls were attracted to war and superhero play. Typically, however, boys were more interested in this type of play and in superhero toys (Levin & Carlsson-Paige, 1995a, 1995b). Clearly, our findings support Wegener-Spohring's (1989) work, which showed that warlike male heroes (e.g., soldiers, pirates) were extremely popular characters for males. Interestingly, more familial, occupational, and exploration/negotiation roles were observed in the nonsuperhero condition, which supports Pulaski's (1973) research that less-structured but realistic toys allow greater freedom for children to manipulate manipulate To cause a security to sell at an artificial price. Although investment bankers are permitted to manipulate temporarily the stock they underwrite, most other forms of manipulation are illegal. and extend their play and engage in less repetition REPETITION, construction of wills. A repetition takes place when the same testator, by the same testamentary instrument, gives to the same legatee legacies of equal amount and of the same kind; in such case the latter is considered a repetition of the former, and the legatee is entitled . In addition, our findings suggest that the more generic toys created an environment wherein where·in adv. In what way; how: Wherein have we sinned? conj. 1. In which location; where: the country wherein those people live. 2. children had to negotiate and establish a shared understanding regarding play, in particular regarding the possible roles and themes that may develop (Goncu, 1993). Without this kind of shared understanding, it may be challenging for children to move the scenario forward into pretense. This perspective supports Goncu's (1993) claims that imaginative play is an integrative tool influencing peer cooperation and understanding. In contrast, when presented with superhero figures that are accompanied by predefined media-scripted scenarios, the dyads focused mainly on superhero roles and engaged in significantly fewer types of roles. Impact of Superhero Toys on Themes Although it was expected that there would be a greater variety and frequency of themes in the nonsuperhero condition, this hypothesis was not fully supported. The building theme was observed more frequently with the nonsuperhero toys, and trends indicated that boys also engaged in more nurturing and domestic themes. Perhaps children were more creative with developing themes with the nonsuperhero toys (Pulaski, 1973), although boys did not engage in a significantly greater variety of themes in the nonsuperhero condition, as predicted. Overall, the most popular theme that emerged was action/battling, regardless of the toys provided, which supports the literature (Wegener-Spohring, 1989). Apparently, these boys enjoyed battling types of themes, which may have been reinforced by the fact that they were interacting with a preferred male playmate. This finding was particularly evident for boys whose preferred television program was a superhero program, as we discuss below. Impact of Superhero Toys on Boys' Level of Physical Activity Contrary to our predictions, the level of physical activity was significantly higher in the nonsuperhero condition, suggesting that the boys engaged in more physical activity with the nonsuperhero than with the superhero toys. This finding was in contrast to previous literature indicating that superhero play was associated with aggressive and very physically active play (Boyatzis, 1997; Boyatzis et al., 1995; Carlsson-Paige & Levin, 1990; Kaplan, 1998). The level of physical activity observed in both conditions suggests that the boys engaged in a moderate amount of running, chasing, and mock <noinclude></noinclude> Wikipedia does not currently have an encyclopedia article for . You may like to search Wiktionary for "" instead. To begin an article here, feel free to [ edit this page], but please do not create a mere dictionary definition. fighting during play, perhaps reflecting the rough and tumble play characteristic of boys (Pellegrini, 1987). Certainly, this interpretation is in line with the finding that the predominant pre·dom·i·nant adj. 1. Having greatest ascendancy, importance, influence, authority, or force. See Synonyms at dominant. 2. theme in both play sessions was action/battling. Perhaps the level of physical activity was moderate in both conditions as a result of the toys' novelty Novelty is the quality of being new. Although it may be said to have an objective dimension (e.g. a new style of art coming into being, such as abstract art or impressionism) it essentially exists in the subjective perceptions of individuals. . In sum, the boys were physically active in both conditions, suggesting that these children may not necessarily need media-imbued characters to engage in high levels of physical activity. Aggression and Superhero Play Significantly, no physical and verbal aggression was recorded in either play condition, which supports Boyd's findings (1997). Apparently, superhero and physically active play does not necessarily result in aggression or violence and, in fact, may represent a subcategory sub·cat·e·go·ry n. pl. sub·cat·e·go·ries A subdivision that has common differentiating characteristics within a larger category. of rough and tumble play (Pellegrini & Smith, 1998). These findings are contrary to many educators' views concerning superhero play (Boyatzis, 1997; Carlsson-Paige & Levin, 1990); further study is warranted to clarify why educators view superhero play as aggressive. A small number of dyads employed aggressive pretend objects (i.e., sword, gun, weapons) in both play sessions, but there was no significant difference between the two conditions. Overall, the frequency was very low, although a slightly higher number of aggressive play objects was observed in the superhero condition and perhaps reflects the view that superhero play incorporates the use of weapons (Carlsson-Paige & Levin, 1987, 1990). Interestingly, no aggression ensued from the use of these imitative im·i·ta·tive adj. 1. Of or involving imitation. 2. Not original; derivative. 3. Tending to imitate. 4. Onomatopoeic. play objects as children incorporated imaginary swords or guns as props prop 1 n. 1. An object placed beneath or against a structure to keep it from falling or shaking; a support. 2. One that serves as a means of support or assistance. tr.v. for the themes that they created, such as Star Wars (lasers) or cops and robbers (guns). This may be a case of imitation--namely, that children were at tempting to re-create Spiderman or Batman characters in their play. Nevertheless, boys used make-believe aggressive play objects in both conditions, suggesting that superhero toys alone do not necessarily encourage children to incorporate aggressive play objects into their pretense. Impact of Television Viewing on Roles, Themes, and Physical Activity Additional analyses conducted on type of television program viewing and roles, themes, and physical activity offer new insights. Interestingly, type of television program watched was not related to roles in the superhero session; in the nonsuperhero condition, however, a negative correlation Noun 1. negative correlation - a correlation in which large values of one variable are associated with small values of the other; the correlation coefficient is between 0 and -1 indirect correlation suggested that the children who watched nonsuperhero television shows engaged in more peripheral roles. Furthermore, children who were reported to prefer superhero shows engaged in more attack/battling themes with the superhero toys, whereas children who preferred nonsuperhero television shows engaged in fewer attack/battling themes with the superhero toys. This pattern of findings also was evident in the nonsuperhero play condition and perhaps indicates that children's preference for types of television programming was associated with particular themes in their play. Perhaps television programs encourage children to adapt certain play themes to specific characters (Asamen & Berry, 1993; Beckman, 1997). Level of physical activity was not associated with the television programming. Overall, the type of television program that the child was reported to watch on a weekly basis was weakly weak·ly adj. weak·li·er, weak·li·est Delicate in constitution; frail or sickly. adv. 1. With little physical strength or force. 2. With little strength of character. associated with roles, themes, and physical activity. Implications for Parents and Educators Early childhood theorists as well as educators understand that play is one of the most important resources that children have for achieving emotional and intellectual equilibrium equilibrium, state of balance. When a body or a system is in equilibrium, there is no net tendency to change. In mechanics, equilibrium has to do with the forces acting on a body. and growth (Carlsson-Paige & Levin, 1995). Given boys' interest in superhero play and the value of pretend play for children's development (Johnson et al., 2005), it seems shortsighted short·sight·ed adj. 1. Nearsighted; myopic. 2. Lacking foresight. short sight not to allow them opportunities to express
themselves accordingly. Clearly, for some children, superhero play is an
integral facet facet /fac·et/ (fas´it) a small plane surface on a hard body, as on a bone. fac·et n. 1. A small smooth area on a bone or other firm structure. 2. of their social, emotional, cognitive, and language development. Providing opportunities to engage in superhero play opens up a multitude of creative possibilities and allows children the freedom to explore their world with a sense of empowerment em·pow·er tr.v. em·pow·ered, em·pow·er·ing, em·pow·ers 1. To invest with power, especially legal power or official authority. See Synonyms at authorize. 2. and control. Our results have practical implications for parents and educators and illustrate that superhero toys may indeed influence children's choice of pretense roles, especially character/fictive roles. We note that play with superhero toys appeared to capture and sustain the young boys' attention throughout the play session, whereas the nonsuperhero toys elicited more nonplay behavior. This finding offers new evidence to suggest that superhero toys can serve to extend children's fantastic games, roles, and themes (Howe et al., 1993). Yawkey (1979) suggested that environmental materials provide depth and direction to role-playing role-play·ing n. A psychotherapeutic technique, designed to reduce the conflict inherent in various social situations, in which participants act out particular behavioral roles in order to expand their awareness of differing points of view. and also serve to provide a context for the play. Therefore, we recommend that educators incorporate various play materials, such as superhero toys and props (e.g., capes, boxes, blocks), to encourage children's creativity in dramatic play (Mellou, 1994). Designating a specific corner in the classroom to highlight the children's interests in Batman or Spiderman also can elicit more in-depth and concrete forms of fantasy play. Such a center also should include opportunities for fine and gross motor activity through the direct manipulation of materials. Encouraging children to collaborate and build various structures to extend their play (e.g., building a cave for Batman using a box, or playing with blocks) can facilitate their social, cognitive, and motor development. These kinds of activities provide both boys and girls boys and girls mercurialisannua. with excellent opportunities to engage in socializing and perspective-taking. Educators also can extend children's superhero play experiences to an outdoor area with sufficient space for running, jumping, and tumbling. With specific guidelines guidelines, n.pl a set of standards, criteria, or specifications to be used or followed in the performance of certain tasks. , rules, and supervision, children may increase cognitive flexibility, as well as develop more refined gross motor skills The term gross motor skills refers to the abilities usually acquired during infancy and early childhood as part of a child's motor development. By the time they reach two years of age, almost all children are able to stand up, walk and run, walk up stairs, etc. , as they take on the specific roles and themes associated with the play characters. Outdoor play also affords opportunities for children to release pent-up energy. Educators can channel children's interests in superhero characters into different areas of the curriculum. For instance, educators can encourage children's interest in Batman by extending the play scenario into constructive and reflective Refers to light hitting an opaque surface such as a printed page or mirror and bouncing back. See reflective media and reflective LCD. play (e.g., creating a home for Batman, reflecting on what types of food Batman needs to eat to stay healthy, dealing with safety issues and aggression, or deciding what part of the world Batman lives in). Educators can intervene intervene v. to obtain the court's permission to enter into a lawsuit which has already started between other parties and to file a complaint stating the basis for a claim in the existing lawsuit. in the play and assist the children in expanding and elaborating their play (Carlsson-Paige & Levin, 1987; Levin & Carlsson-Paige, 1995a), while developing strategies to keep the play safe. Educators also can expand the curriculum by discussing related themes, such as fairy tales This is a list of fairy tales, the dates of their earliest known printed version, the author and, if known, the collection of tales in which it was published. It should be noted, however, that not all stories listed below would be categorized as fairy tales by a strict definition and folktales. By allowing children to explore different venues of expression, such as superhero play, children will learn to develop new ideas "New Ideas" is the debut single by Scottish New Wave/Indie Rock act The Dykeenies. It was first released as a Double A-side with "Will It Happen Tonight?" on July 17, 2006. The band also recorded a video for the track. and change existing presuppositions (Levin & Carlsson-Paige, 1995b). Additionally, educators can use superhero themes and toys as a way to encourage children to develop concepts of right and wrong and good and bad, to resolve conflicts, and to communicate and share emotions (Bauer & Dettore, 1997). In sum, by providing the children with support and encouragement, both educators and parents can find a middle ground where children are free to explore the world of make-believe and develop social skills and language by sharing roles and scripts with peers and taking on different perspectives. Conclusions Several limitations of the present study should be noted. The sample was small and composed of middle-class families; therefore, the results cannot be generalized gen·er·al·ized adj. 1. Involving an entire organ, as when an epileptic seizure involves all parts of the brain. 2. Not specifically adapted to a particular environment or function; not specialized. 3. to all male dyads. Furthermore, dyads were observed engaging in play for a short period of time and observations over a longer period of time might provide further information. However, the rich nature of the data and the controlled design of the study allowed for new perspectives on children's play. In conclusion, previous literature on superhero play is sparse sparse - A sparse matrix (or vector, or array) is one in which most of the elements are zero. If storage space is more important than access speed, it may be preferable to store a sparse matrix as a list of (index, value) pairs or use some kind of hash scheme or associative memory. , although studies that have investigated specific aspects of this activity have provided valuable information. Our study has served to advance understanding of this phenomenon in a number of ways. Future research should study superhero play in children from different socioeconomic so·ci·o·ec·o·nom·ic adj. Of or involving both social and economic factors. socioeconomic Adjective of or involving economic and social factors Adj. 1. and cultural backgrounds, as well as compare boys and girls, so as to develop a deeper understanding of this type of play and the possible benefits that it may provide for the development of young children. Considering that the mass media plays a vital role in young children's lives, it is imperative that one understand both the strengths and limitations that it may have for pretend play. By encouraging superhero play in a safe environment, parents and educators can ensure that the messages children receive are positive and enriching. Authors' Note: This work was supported by a grant from the Social Science and Humanities Research Council of Canada to the second author. We wish to thank the children, parents, and educators who made this project possible and Kathy Hall for reliability coding. Address correspondence to Nina Howe, Education Department, Concordia University, 1455 de Maisonneuve West, Montreal, PQ, Canada H3G 1M8; E-mail: nina.howe@education. concordia.ca. References Asamen, J., & Berry, G. (1993). Children and television: Images in a changing sociocultural so·ci·o·cul·tur·al adj. Of or involving both social and cultural factors. so ci·o·cul world. London: Sage.
Asher, S. R., Singleton, L. C., Tinsley, B. R., & Hymel, S. (1979). A reliable sociometric measure for preschool children. Developmental Psychology developmental psychology Branch of psychology concerned with changes in cognitive, motivational, psychophysiological, and social functioning that occur throughout the human life span. , 15, 443-444. Bauer, K. L., & Dettore, E. (1997). Superhero play: What's a teacher to do? Early Childhood Education Journal, 25(19), 17-21. Beckman, J. (1997). Television violence: What the research says on its effect on young children. Winnetka, IL: The Winnetka Alliance for Early Childhood. Berk, L. E. (1994). Vygotsky's theory: The importance of make-believe play. Young Children, 50(1), 30-39. Boyatzis, C.J. (1997). Of Power Rangers and V-Chips. Young Children, 52(7), 74-79. Boyatzis, C. J., Matillo, G., & Nesbitt, K. M. (1995). Effects of the Mighty Morphin Power Rangers Mighty Morphin Power Rangers ("MMPR") is an American live-action television series, created for the American market, based on the sixteenth installment of the Japanese Super Sentai franchise, Kyōryū Sentai Zyuranger. on children's aggression with peers. Child Study Journal, 25(1), 45-55. Boyd, B.J. (1997). Teacher response to superhero play: To ban or not to ban? Childhood Education, 74, 23-28. Carlsson-Paige, N., & Levin, D. E. (1987). The war play dilemma: Balancing needs and values in the early childhood classroom. New York New York, state, United States New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of : Teachers College Press. Carlsson-Paige, N., & Levin, D. E. (1990). Who's calling the shots?." How to respond effectively to children's fascination with war play and war toys. Philadelphia: New Society Publishers. Carlsson-Paige, N., & Levin, D. E. (1995). Viewpoint #4--Can teachers resolve the war-play dilemma? Young Children, 50(5), 62-63. Fein, G. G. (1989). Mind, meaning, and affect: Proposals for a theory of pretense. Developmental Review, 9, 345-363. Garvey, C., & Berndt, R. (1975). The organization of pretend play. (ERIC Document Reproduction Service No. ED 114 891) Goncu, A. (1993). Development of intersubjectivity Intersubjectivity is something which is shared by two or more subjectivites. The term is used in three ways.
Greenberg, G. (1995). Making friends with the Power Rangers. Young Children, 50(6), 60-61. Gronlund, G. (1992). Coping with ninja turtle turtle, a reptile of the order Chelonia, with strong, beaked, toothless jaws and, usually, an armorlike shell. The shell normally consists of bony plates overlaid with horny shields. play in my kindergarten kindergarten [Ger.,=garden of children], system of preschool education. Friedrich Froebel designed (1837) the kindergarten to provide an educational situation less formal than that of the elementary school but one in which children's creative play instincts would be classroom. Young Children, 48(1), 21-25. Hollingshead, A. B. (1975). Four factor index of social status. Cambridge, MA: Cambridge University Press Cambridge University Press (known colloquially as CUP) is a publisher given a Royal Charter by Henry VIII in 1534, and one of the two privileged presses (the other being Oxford University Press). . Howe, N., Moller, L., Chambers, B., & Petrakos, H. (1993). The ecology ecology, study of the relationships of organisms to their physical environment and to one another. The study of an individual organism or a single species is termed autecology; the study of groups of organisms is called synecology. of dramatic play centers and children's social and cognitive play. Early Childhood Research Quarterly, 8, 235-251. Johnson, J. E., Christie, J. F., & Wardle, F. (2005). Play, development and early education. Boston: Pearson. Kaplan, P. (1998). The human odyssey Odyssey (ŏd`ĭsē): see Homer. Odyssey Homer’s long, narrative poem centered on Odysseus. [Gk. Lit.: Odyssey] See : Epic Odyssey . Pacific Grove Pacific Grove, residential and resort city (1990 pop. 16,117), Monterey co., W central Calif., on a point where Monterey Bay meets the Pacific Ocean; inc. 1889. , CA: Brooks & Cole. Kline, S., & Pentecost, D. (1990). The characterization A rather long and fancy word for analyzing a system or process and measuring its "characteristics." For example, a Web characterization would yield the number of current sites on the Web, types of sites, annual growth, etc. of play: Marketing children's toys. Play and Culture, 3, 235-255. Kostelnik, M., Whiren, A., & Stein, L. (1986). Living with He-Man: Managing superhero fantasy play. Young Children, 41(4), 3-9. Kuykendall, J. (1995). Is gun play ok here??? Young Children, 50(6), 56-59. Levin, D. E., & Carlsson-Paige, N. (1995a). The Mighty Morphin Power Rangers: Teachers voice concern. Young Children, 50(6), 67-72. Levin, D. E., & Carlsson-Paige, N. (1995b). Can teachers resolve the war play dilemma? Young Children, 50(5), 62-63. Maccoby, E. E. (1988). Gender as a social category. Developmental Psychology, 24, 755-765. McLoyd, V. C. (1983). The effects of the structure of play objects on the pretend play of low-in come preschool children. Child Development, 54, 626-635. McLoyd, V. C., Warren, D., & Thomas, E. A. (1984). Anticipatory and fantastic role enactment in preschool triads. Developmental Psychology, 20, 807-814. Mellou, E. (1994). A theoretical perspective on the relationship between dramatic play and creativity. Early Child Development and Care, 100, 77-92. Pellegrini, A. D. (1987). Rough-and-tumble play: Developmental and educational significance. Educational Psychologist psy·chol·o·gist n. A person trained and educated to perform psychological research, testing, and therapy. psychologist , 22, 23-43. Pellegrini, A. D., & Bjorklund, D. F. (1998). Applied child study. Mahwah, NJ: Erlbaum. Pellegrini, A. D., & Boyd, B. (1993). The role of play in early childhood development and education: Issues in definitions functions. In B. Spodek (Ed.), Handbook
This article is about reference works. For the subnotebook computer, see .
Pellegrini, A. D., & Smith, P. K. (1998). Physical activity play: The nature and function of a neglected aspect of play. Child Development, 69, 577-598. Piaget, J. (1962). Play, dreams and imitation in childhood. New York: Norton. Pulaski, M.A. (1973). Toys and imaginative play. In J. L. Singer (Ed.), The child's world of make believe (pp. 75-103). New York: Academic Press. Rubin, K. H., Fein, G. G., & Vandenberg, B. (1981). Pretend play in childhood: An integrative review. Child Development, 52, 1095-1118. Rubin, K. H., Fein, G. G., & Vandenberg, B. (1983). Play. In P. H. Mussen (Ed.), Handbook of child psychology (Vol. 4, pp. 694-775). New York: Wiley. Simmons, J., Stralsworth, K., & Wentzel, H. (1999). Television violence and its effects on young children. Early Childhood Education Journal, 26(3), 149-152. Tobin, J. (2000). "Good guys don't wear hats". Children's talk about the media. New York: Teachers College Press. Waters, H. F. (1993). Networks under the gun. In K. L. Bauer & E. Dettore (Eds.), Superhero play: What's a teacher to do? Early Childhood Education, 25(1), 17-21. Wegener-Spohring, G. (1989). War toys and aggressive games. Play and Culture, 2, 35-47. Yawkey, T. D. (1979). Role play and language growth: Strategies for imaginative experiences. (ERIC Document Reproduction Service No. ED 170 050) Amy Parsons Parsons, city (1990 pop. 11,924), Labette co., SE Kans.; inc. 1871. It is a shipping point for dairy products, grain, and livestock. Manufactures include ammunition, wire and paper products, plastics, and appliances. Nina Howe Concordia University
Table 1
Toys in the Superhero and Nonsuperhero Conditions
Superhero Toys Nonsuperhero Toys
Green Goblin (1) Male doll (1)
Spiderman (1) Male doll (1)
Mad Hatter (1) Male doll (1)
Batman (1) Male doll (1)
Robin (1) Male doll (1)
GI-Joe doll (1) Male doll (1)
GI-Joe enemy (1) Male doll (1)
Power Puff Girl (1) Female doll (1)
Goku (Dragon Ball Z) (1) Male doll (1)
Crillin (Dragon Ball Z) (1) Male doll (1)
Power Ranger (1) Male doll (1)
Table 2
Definitions and Examples of Roles, Themes, Physical Activity, and
Aggression
Roles
(1) Character/fictive: Child assigns or enacts role where figure's
main characteristic is stereotypical or fictive, involving combat
(e.g., Spiderman, Batman) or saying "I'm Batman."
(2) Familial/relational: Child assigns or enacts a familial role (e.
g., mother) or a nonfamilial relationship (e.g., friend comes over
to play), using a figure.
(3) Functional: Child assigns or enacts a role organized by object or
situation (e.g., child says object is a plane, so he/she makes it
fly).
(4) Peripheral: Child assigns a role that is discussed but not enacted
(e.g., imaginary friend, or assigns role of mother to peer but is
not enacted, or says "Let's fly" or "Let's be ...").
(5) Occupational: Child assigns or enacts occupational role to a
figure (e.g., doctor, teacher). (6) Other role: Child assigns or
enacts a role to a figure not described above (e.g., animal).
(7) Exploration/negotiation role: Child assigns or explores the
possibility of roles for the figure (e.g., "Well, he could play
the doctor" or "Maybe he is the bad guy").
(8) No role: Dyad does not assign or enact a role during play sequence.
Themes
(1) Action/battling/averting threat or danger: Child uses figure to
describe or enact dangerous acts, fighting, killing, dying
sequence (e.g., Spiderman fights with enemy and entangles him/her
in his web until the villain dies).
(2) Capture/rescue: Child uses figure to describe or enact a sequence
that involves plots, threats, good vs. evil, but no killing (e.g.,
Spiderman captures Green Goblin).
(3) Submit/vanquish: Child uses figure to describe or enact a sequence
involving submission or defeat (e.g., Batman gives himself up to
Mad Hatter).
(4) Attack/flee: Child uses figure to describe or enact sequence where
figure uses force to succeed or to flee (e.g., Spiderman uses
powers, such as his web, to overthrow enemy; to escape, says,
"You're going to get it," "Come and get me," or "Catch me if you
can").
(5) Domestic/housekeeping: Child uses figure to describe or enact a
cooking, cleaning, shopping, and familial sequence (e.g., mother/
father cooking dinner).
(6) Nurturing/caring: Child uses figure to describe or enact an act of
nurturing or caring for individual or pet (e.g., sister cares for
a sick sibling).
(7) Building: Child uses figure to describe or enact theme involving
building with a purpose (e.g., building a cave for Batman).
(8) Performing: Child uses figures to describe or enact artist, singer,
and actor/actress (e.g., uses figure to depict a pop star).
(9) Other theme: Child uses figure to describe or enact a theme
sequence not described above (e.g., girl goes skating with a
friend).
(10) Exploration/negotiation: Child uses figure in order to describe
or explore possible themes (e.g., "Why don't we play house").
(11) No theme: Dyad does not describe or enact a theme during the play
sequence.
Physical Activity (ratings)
1 = no or low physical activity: Boys are not using gross (i.e.,
children sitting quietly) or fine motor skills (i.e., figures are not
manipulated)
3 = moderate physical activity: Mostly fine motor movement and
manipulation of characters. Little gross motor play occurs and the
boys change location infrequently (i.e., standing up, changing
sitting position, taking step forward or backwards).
5 = high physical activity: Frequent whole body movement (i.e.,
running, swinging, wrestling, tumbling, zooming, kicking, hopping,
sliding) and very active fine motor movements (i.e., manipulating
figures in an active way).
Physical and Verbal Aggression
(1) Verbal: speaking or yelling in an insulting or threatening manner
with the intent to harm.
(2) Physical: hitting, shoving, kicking, and tripping other children
with the intent to harm. Aggressive Play Objects: use of pretend guns,
swords, and other weapons in play.
Table 3
T-tests Between Roles in Superhero and Nonsuperhero Conditions (n = 29)
M (SD) t df p
Character/fict Sup 29.41 (2.28) 4.19 28 .01
Nonsuperhero 25.17 (5.67)
Familial/relat Sup 0 (0) -2.17 28 .04
Nonsuperhero .79 (1.97)
Occupational Sup 0 (0) -2.20 28 .04
Nonsuperhero .55 (1.35)
Explo/nego Sup 1.48 (1.90) -1.80 28 .08
Nonsuperhero 2.45 (2.81)
No Role Sup .79 (1.21) -2.77 28 .01
Nonsuperhero 2.10 (2.74)
Peripheral Sup .003 (.19) -1.44 28 ns
Nonsuperhero .17 (.47)
Functional Sup .24 (.95) -1.03 28 ns
Nonsuperhero .76 (2.68)
* All analyses are 1-tailed
Note. Sup = Superhero, Character/fict = Character/fictive,
Familial/relat = Familial/relational,
Explo/nego = Exploration/negotiation
Table 4
T-tests Conducted Between Themes in Superhero and Nonsuperhero
Conditions (n =29)
M (SD) t df p
Building Sup .006 (.26) -1.72 28 .05
NonSuperhero .90 (2.73)
Nurt/caring Sup .003 (.19) -1.44 28 .08
NonSuperhero .10 (.31)
Domest/house Sup 0 (0) -1.49 28 .07
NonSuperhero .28 (1.00)
Act/battl Sup 22.76 (4.98) .475 28 ns
NonSuperhero 22.24 (5.60)
Performing Sup 0 (0) -1.00 28 ns
NonSuperhero .003 (.19)
Capt/resc Sup 2.90 (3.59) 1.24 28 ns
NonSuperhero 2.03 (3.74)
Submit/van Sup .14 (0.58) 1.28 28 ns
NonSuperhero 0 (0)
Attack/flee Sup .59 (.98) -.538 28 ns
NonSuperhero .72 (1.67)
Explor/negot Sup 3.66 (2.91) .044 28 ns
NonSuperhero 3.62 (3.71)
No Theme Sup 1.90 (2.45) -.272 28 ns
NonSuperhero 2.07 (2.69)
* All Analyses are 1-tailed.
Note. Sup = Superhero, Nurt/caring = Nurturing/caring,
Domest/house = Domestic/ housekeeping, Act/battl = Action/battling,
Capt/resc = Capture/rescue, Submit/van = Submit/vanquish,
Explor/negot = Exploration/negotiation.
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