Seven‐year‐olds' references to internal states when playing with toy figures and a video game
References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use...
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Veröffentlicht in: | Infant and child development 2021-05, Vol.30 (3), p.e2223-n/a |
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description | References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven‐year‐olds played with toy figures and a video game designed for the study. Although children used ISL more when playing with toy figures, children used ISL in both contexts, highlighting video game play as a context where children demonstrate their appreciation of inner worlds. Children's speech in the two contexts differed in how ISL was used: references to children's own internal states were more common when playing the video game, and the characters' internal states more common when playing with the toy figures. These findings are discussed with reference to the format of the play activities affording different opportunities to discuss internal states.
Highlights
In traditional play children refer to internal states, however, it is unclear whether this occurs when they play video games.
Children referred to internal states when playing with toy figures and a video game, but did so more with the toys.
Children's video game play can be used as a new context for the study of children's social understanding. |
doi_str_mv | 10.1002/icd.2223 |
format | Article |
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Highlights
In traditional play children refer to internal states, however, it is unclear whether this occurs when they play video games.
Children referred to internal states when playing with toy figures and a video game, but did so more with the toys.
Children's video game play can be used as a new context for the study of children's social understanding.</description><identifier>ISSN: 1522-7227</identifier><identifier>EISSN: 1522-7219</identifier><identifier>DOI: 10.1002/icd.2223</identifier><identifier>PMID: 34483746</identifier><language>eng</language><publisher>England: Wiley</publisher><subject>Appreciation ; Children ; Children & youth ; Cognitive Processes ; Computer & video games ; internal state language ; middle childhood ; Official languages ; Psychological Patterns ; social understanding ; Speech ; Speech Communication ; Toys ; Video Games</subject><ispartof>Infant and child development, 2021-05, Vol.30 (3), p.e2223-n/a</ispartof><rights>2021 The Authors. published by John Wiley & Sons Ltd.</rights><rights>2021 The Authors. Infant and Child Development published by John Wiley & Sons Ltd.</rights><rights>2021. This article is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c4603-7b8ad012c39aabbc0fce5619ed1b8fe8de60adecc8c000f9304687e53142a0583</citedby><cites>FETCH-LOGICAL-c4603-7b8ad012c39aabbc0fce5619ed1b8fe8de60adecc8c000f9304687e53142a0583</cites><orcidid>0000-0002-2022-5851 ; 0000-0003-2505-0453 ; 0000-0002-9025-3719</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1002%2Ficd.2223$$EPDF$$P50$$Gwiley$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1002%2Ficd.2223$$EHTML$$P50$$Gwiley$$Hfree_for_read</linktohtml><link.rule.ids>230,314,780,784,885,1417,27924,27925,30999,45574,45575</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1296998$$DView record in ERIC$$Hfree_for_read</backlink><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/34483746$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Hashmi, Salim</creatorcontrib><creatorcontrib>Paine, Amy L.</creatorcontrib><creatorcontrib>Hay, Dale F.</creatorcontrib><title>Seven‐year‐olds' references to internal states when playing with toy figures and a video game</title><title>Infant and child development</title><addtitle>Infant Child Dev</addtitle><description>References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven‐year‐olds played with toy figures and a video game designed for the study. Although children used ISL more when playing with toy figures, children used ISL in both contexts, highlighting video game play as a context where children demonstrate their appreciation of inner worlds. Children's speech in the two contexts differed in how ISL was used: references to children's own internal states were more common when playing the video game, and the characters' internal states more common when playing with the toy figures. These findings are discussed with reference to the format of the play activities affording different opportunities to discuss internal states.
Highlights
In traditional play children refer to internal states, however, it is unclear whether this occurs when they play video games.
Children referred to internal states when playing with toy figures and a video game, but did so more with the toys.
Children's video game play can be used as a new context for the study of children's social understanding.</description><subject>Appreciation</subject><subject>Children</subject><subject>Children & youth</subject><subject>Cognitive Processes</subject><subject>Computer & video games</subject><subject>internal state language</subject><subject>middle childhood</subject><subject>Official languages</subject><subject>Psychological Patterns</subject><subject>social understanding</subject><subject>Speech</subject><subject>Speech Communication</subject><subject>Toys</subject><subject>Video Games</subject><issn>1522-7227</issn><issn>1522-7219</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>24P</sourceid><sourceid>WIN</sourceid><sourceid>7QJ</sourceid><recordid>eNp1kctu1DAUhi0EoqUg8QIgSyzoJsWXXOxNJTQtUFSJBbC2HPtkxlXGHuxkRtn1EXhGngSnU0YFidWx_H_6z-VH6CUlZ5QQ9s4Ze8YY44_QMa0YKxpG5ePDmzVH6FlKN4QQKSl5io54WQrelPUx0l9hC_7X7c8JdMwl9Da9xRE6iOANJDwE7PwA0esep0EP-Wu3Ao83vZ6cX-KdG1YZmnDnlmPMqvYWa7x1FgJe6jU8R0863Sd4cV9P0PcPl98Wn4rrLx-vFu-vC1PWhBdNK7QllBkutW5bQzoDVU0lWNqKDoSFmmgLxgiT9-gkJ2UtGqg4LZkmleAn6HzvuxnbNVgDfoi6V5vo1jpOKmin_la8W6ll2CpRkpKRMhuc3hvE8GOENKi1Swb6XnsIY1KsqmVNKyHrjL75B70J43yimeJNQznnDwxNDCnlmx6GoUTNuamcm5pzy-jrh8MfwD9BZeDVHoDozEG-_EyZrKWcty_2-s71MP23kbpaXNw1_A1Qka3a</recordid><startdate>202105</startdate><enddate>202105</enddate><creator>Hashmi, Salim</creator><creator>Paine, Amy L.</creator><creator>Hay, Dale F.</creator><general>Wiley</general><general>Wiley Subscription Services, Inc</general><general>John Wiley and Sons Inc</general><scope>24P</scope><scope>WIN</scope><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7QJ</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0002-2022-5851</orcidid><orcidid>https://orcid.org/0000-0003-2505-0453</orcidid><orcidid>https://orcid.org/0000-0002-9025-3719</orcidid></search><sort><creationdate>202105</creationdate><title>Seven‐year‐olds' references to internal states when playing with toy figures and a video game</title><author>Hashmi, Salim ; Paine, Amy L. ; Hay, Dale F.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c4603-7b8ad012c39aabbc0fce5619ed1b8fe8de60adecc8c000f9304687e53142a0583</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Appreciation</topic><topic>Children</topic><topic>Children & youth</topic><topic>Cognitive Processes</topic><topic>Computer & video games</topic><topic>internal state language</topic><topic>middle childhood</topic><topic>Official languages</topic><topic>Psychological Patterns</topic><topic>social understanding</topic><topic>Speech</topic><topic>Speech Communication</topic><topic>Toys</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Hashmi, Salim</creatorcontrib><creatorcontrib>Paine, Amy L.</creatorcontrib><creatorcontrib>Hay, Dale F.</creatorcontrib><collection>Wiley Online Library (Open Access Collection)</collection><collection>Wiley Online Library (Open Access Collection)</collection><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>Applied Social Sciences Index & Abstracts (ASSIA)</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>Infant and child development</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Hashmi, Salim</au><au>Paine, Amy L.</au><au>Hay, Dale F.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1296998</ericid><atitle>Seven‐year‐olds' references to internal states when playing with toy figures and a video game</atitle><jtitle>Infant and child development</jtitle><addtitle>Infant Child Dev</addtitle><date>2021-05</date><risdate>2021</risdate><volume>30</volume><issue>3</issue><spage>e2223</spage><epage>n/a</epage><pages>e2223-n/a</pages><issn>1522-7227</issn><eissn>1522-7219</eissn><abstract>References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven‐year‐olds played with toy figures and a video game designed for the study. Although children used ISL more when playing with toy figures, children used ISL in both contexts, highlighting video game play as a context where children demonstrate their appreciation of inner worlds. Children's speech in the two contexts differed in how ISL was used: references to children's own internal states were more common when playing the video game, and the characters' internal states more common when playing with the toy figures. These findings are discussed with reference to the format of the play activities affording different opportunities to discuss internal states.
Highlights
In traditional play children refer to internal states, however, it is unclear whether this occurs when they play video games.
Children referred to internal states when playing with toy figures and a video game, but did so more with the toys.
Children's video game play can be used as a new context for the study of children's social understanding.</abstract><cop>England</cop><pub>Wiley</pub><pmid>34483746</pmid><doi>10.1002/icd.2223</doi><tpages>19</tpages><orcidid>https://orcid.org/0000-0002-2022-5851</orcidid><orcidid>https://orcid.org/0000-0003-2505-0453</orcidid><orcidid>https://orcid.org/0000-0002-9025-3719</orcidid><oa>free_for_read</oa></addata></record> |
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source | Wiley Journals; Applied Social Sciences Index & Abstracts (ASSIA) |
subjects | Appreciation Children Children & youth Cognitive Processes Computer & video games internal state language middle childhood Official languages Psychological Patterns social understanding Speech Speech Communication Toys Video Games |
title | Seven‐year‐olds' references to internal states when playing with toy figures and a video game |
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