玩
玩,粵拼:waan2,又或者叫
玩對童年嚟講相當重要。動物學研究發現,喺會玩嘅物種之中,動物通常喺幼年期嗰陣最會花時間玩,一旦到咗成年期,用嚟玩嘅時間就會變少[2]。喺人類嘅兒童當中,適量嘅玩對學習同發育嚟講不可或缺:兒童會通過玩嚟學習點樣同人合作、處理衝突,仲有係學語言同思考等嘅重要技能[3]。事實係有多份研究都試過觀察青少年嘅精神健康,發現細個嗰陣玩得太少嘅青少年患上心理病嘅機率較高[4][註 1]。
喺人類當中,玩嘅行為仲係好多文化產物嘅起源:玩具係一啲用嚟玩嘅物品,而遊戲則係跟住規則嚟進行嘅玩[5];喺廿一世紀嘅社會,玩具生產同遊戲製作等都係龐大嘅產業,例如喺二〇二〇年,淨係美國嘅電子遊戲市場就經已值 604 億美元咁多-每年都有好多人員係噉喺度創作新嘅遊戲[6]。
基礎定義
[編輯]對於玩耍行為嘅科學研究始於十九世紀尾。及後喺二十世紀上半,荷蘭嘅歷史學家
原文[e 1]嘅粵文翻譯:總括玩嘅各形式特性,我哋可以將玩稱為一種自由活動,顯然同「一般」嘅生活有別,特徵係「唔認真」但同時又會令玩嗰個人極度同完全入迷。玩係一種唔涉及物質回報同利潤嘅活動。喺玩耍嘅時間同空間界限內,會跟住固定嘅規則有秩序噉進行。
有人指出,赫伊津哈呢個定義同遊戲設計講嘅魔術圈及心流等嘅概念相似:魔術圈,簡單講,係指玩嘅活動進行嘅空間,空間內嘅人往往會進入特殊心理狀態,好似係心流噉,參與者會喺一段時間內沉醉,忘卻自我[8]。
赫伊津哈後嘅學者有進一步研究玩,而且仲有喺人以外嘅動物物種身上觀察到玩耍嘅行為,令到對玩耍嘅研究進入咗動物行為學嘅範疇。一般嚟講,喺廿一世紀初嘅動物行為學上,玩呢種行為定義上具有五大特徵,如果觀察到有某個行為有齊晒呢五大特徵,該行為就可以算係玩[2]:p. 70-78 [9]:
- 放鬆:該行為發生嘅時候,隻動物處於放鬆嘅狀態-佢嘅環境入便冇獵食者等會對佢造成威脅嘅嘢;亦可以睇下心理壓力同埋皮質醇[e 2]嘅概念。
- 自發[e 3]:玩嘅行為會令隻動物感到快感,所以佢會自發,即係唔使特登俾乜嘢誘因,就做出玩嘅行為;順帶一提,對於快感呢個概念要點思考,可以睇多巴胺[e 4]同行為強化[e 5]等嘅概念;
- 唔必要:玩嘅行為喺當下情境或者生命階段中,並非完全具有即時功能[註 2];
- 唔認真:玩嗰陣嘅行為,同「認真」嘅版本有些微差異,例如人或者第啲動物玩打交嗰陣,會做出類似打交嘅動作,例如捉住對方同埋向對方出拳,但正常嚟講,佢哋唔會做某啲認真想令對方受傷嗰陣會做嘅動作,即係例如向對方出拳,但喺拳頭臨掂到對方身體前一刻收手,以免真係傷到對方;
- 重複:該行為會重複,但未必係做到次次都完全一樣,例如某個人練拳嗰陣向唔同方向出拳,或者一個人喺度練習跳舞嗰陣跳一拃唔同但相似嘅舞步;
有動物學家,則用以下一句嘢嚟總括上述嘅定義[10]:p. 9 -
原文[e 6]嘅粵文翻譯:玩係一種重複嘅行為,玩嘅行為喺佢發生嘅情境下係唔完全噉有功能嘅,並且係隻動物處於放鬆或者低壓力嘅狀態嗰陣自主噉做嘅。

主要類別
[編輯]感覺運動型玩[e 7][2]:p. 84:涉及重複噉做某啲動作,有助隻動物手熟習一啲重要動作;例如人為喜好而學踢足球或者跳舞嗰時[註 4],老師一般會要求學生係噉重複做出某啲動作;正常嚟講,個學生會愈做愈熟手,而且呢啲動作好多時都好講求體力同平衡力,所以重複噉練習做呢啲動作亦幫到手提高呢啲能力,增強身體某啲肌肉,而呢點有助保持身體強健以至減緩老化造成嘅認知功能衰退[12],亦有研究指適量嘅感覺運動型玩,有助提高細路讀書嗰陣嘅專注力[13];而喺動物學研究方面,有研究試過去動物園觀察年幼嘅短吻鱷,發現呢啲短吻鱷喺有水池同斜坡嘅籠裏面重複而且冇明顯目的噉,特登由斜坡瀡落水[14]。
社交玩[e 8]:指同類之間做出一啲對生存繁殖嚟講重要嘅行為,但明顯唔係嚟真;人類嘅細路喺兩歲之前經已識得同照顧者互動,而人類細路嘅社交玩,過咗兩歲之後複雜度會明顯提高,例如三至四歲嘅細路會開始識得成大班噉嚟社交玩,唔似得兩歲前嘅細路噉頂攏淨係識兩三個一齊玩,而呢種社交玩嘅過程被指係有助於細路學點樣同人相處;社交玩嘅行為喺有社會性嘅動物身上好常見,例如有動物學家試過觀察到由人養嘅年幼公乸短吻鱷之間做出類似求偶嘅行為,但佢哋無意真係交配-研究者認為噉係反映呢啲短吻鱷喺度「練習」求偶禮節[14][15]。
- 角色扮演[e 9]:若干個人扮演某啲佢哋喺現實生活中唔會扮演嘅角色,例如細路玩煮飯仔就係角色扮演嘅一種;呢種玩對於訓練想像力同創造力嚟講,相當有幫助,喺人類當中由三歲左右就會開始出現[16]。可以睇埋角色扮演遊戲[e 10]。
- 打鬧玩[e 11]:帶有競爭、有少少粗魯嘅玩,喺男仔中零舍常見,例如係玩打交噉[17];有研究者指,除咗要用體力,打鬧玩仲涉及相當複雜嘅人際交流-打鬧玩要求參與者唔好嚟真,先至可以保持喺玩嘅狀態,假如有其中一方真係郁手打人,噉就會由玩變成真係打交,噉即係話打鬧玩必然要求合作,而一旦有某個細路喺打鬧玩途中真係郁咗手,佢啲玩伴就需要判斷佢係錯手定係有惡意;研究指因為呢啲緣故,打鬧玩有助小朋友發展同人相處嘅技巧[18][19]。
平行玩[e 12]:指兩個或者以上嘅個體各自獨立噉玩,彼此間可能留意到對方做緊乜,但唔會有咩互動,彼此之間唔會影響對方嘅玩耍;例如係幾個細路,喺同一間房入便各自喺自己張枱度玩積木[20][21];就噉睇,平行玩好似冇咩社交互動,但細路同時進行平行玩,仍然可以彼此觀察。
物體玩[e 13]:隻動物一路玩,一路用自己嘅身體嚟玩弄自己以外嘅物體;物體玩包括將物體郁去自己想要嘅位置,例如係砌積木,亦可以係用啲物體嚟玩扮嘢,例如用積木嚟扮砌建築物或者用公仔扮照顧細路;物體玩容許細路嘗試唔同類嘅動作,被指能夠幫細路學習解難[22];此外,物體玩喺人以外嘅動物身上都可以睇得到,例如有動物學家就試過喺動物園入面觀察到短吻鱷重複、冇明顯目的噉喺度將個波推嚟推去,或者扮攻擊個波[14]。
基於規則玩[e 15]:指喺某啲規則嘅制約下玩,即係所謂嘅玩遊戲;遊戲定義上就係有規則嘅活動,遊戲可以唔使架生玩,例如係猜包剪揼,可以用簡單嘅架生玩,例如英式足球淨係要用波同龍門,亦可以係用到複雜嘅高科技架生嚟玩,譬如係各式嘅視像遊戲都會用到電腦編程同電腦圖像;玩遊戲會考驗理解同利用規則嘅能力,被指能夠教細路點樣做有策略嘅思考[24][25]。對於遊戲點樣令玩嘅人著迷,遊戲設計領域有深入著墨。
玩扮嘢[e 16]:涉及扮到好似某件物體或者某個人係第樣嘢噉;例如用積木砌出嚟嘅屋並唔係真嘅屋,但細路玩嗰陣扮到好似間積木屋係間真屋噉,即係既係物體玩又係玩扮嘢;又或者係玩煮飯仔,班細路扮到好似係一個家庭嘅成員噉,但佢哋未必真係同一個家庭嘅成員,即係既係社交玩又係玩扮嘢。喺年紀稍大嘅兒童當中,玩扮嘢可以複雜到涉及成大班個體,表演戲劇等;玩扮嘢嘅過程裏便,細路要展現想像力-明明物體 A 同物體 B 係兩樣嘢,但將 A 想像成 B,又要留意唔同事物之間有咩相似性-積木屋唔係真屋,但兩者都有屋頂同牆等嘅特徵;因為噉,玩扮嘢被指係對於認知發育嚟講好重要,而且邊個扮演咩角色,會牽涉到談判噉嘅過程同埋同人相處嘅技能[26][27]。可以睇埋心靈理論。
語言玩[e 17]:指用語言嘅玩;喺人類中,兩歲嘅細路多數都或多或少有運用語言嘅能力,佢哋有能力用語言嚟玩,簡單嘅例子有造句子或者講笑話呀噉,都可以算係語言玩,而語言亦可以用嚟輔助第啲形式嘅玩,例如細路踢波嗰陣用語言傾踢波用嘅策略[28]。睇埋語言發育。
同發育嘅啦掕
[編輯]
廿一世紀初嘅發育心理學一般認為,玩係發育嘅重要一環:玩呢種行為似乎根深柢固,喺好多動物中都見得到;早喺一九六〇年代,已經有研究發現細個嗰陣玩得少得滯,會對人嘅發育造成不良影響,甚至有研究發現細路玩得少得滯,同大個嗰時嘅犯罪傾向有正相關[29];及後又有研究者用動物做實驗,嘗試睇下唔畀年幼嘅動物玩,會做成乜嘢效果,發現玩得太少會對年幼動物嘅社交能力同認知能力造成負面嘅影響[註 5][30]。玩可以幫細路建立多種有用嘅能力,例如打鬧玩就被指係有助兒童學合作同埋應付衝突[17],而玩扮嘢就被指有助訓練思考能力[26]。
原文[e 19]嘅粵文翻譯:各界都認同兒童有權利去唞同享受休閑、玩耍同埋參與適合佢哋歲數嘅康樂活動,亦有權利自由噉參與文化同藝術活動嘅權利。
運動同發育
[編輯]運動係一種重要嘅玩耍行為。研究指,鼓勵細路透過各種活動郁動身體:包括各種嘅團隊運動、跳舞以至單純用攀爬架等嘅設備郁動等,都被指係有諸多好處[32][33]。除咗提高細路嘅肌肉力量同運動控制能力[e 20]之外,研究仲發現:
過度活躍症
[編輯]過度活躍症[e 21]係一種精神障礙[註 6],患者專注力不足,容易分心。有過度活躍症嘅細路好多時都會因為喺學校難以專心上堂,而响學業上遇到困難[41],而有研究指適當嘅玩能夠幫助過度活躍症嘅細路。譬如有做喺大家鼠身上嘅研究指,玩能夠令啲大家鼠減少過度活躍症嘅症狀同埋提升佢哋對周圍環境嘅警覺性[42];又有研究指,唔識得玩嘅大家鼠會出現諸多類似過度活躍症嘅症狀,譬如係唔識做適當嘅社交行為、唔識控制情緒、對心理壓力反應過強、以及唔識預測同伴嘅郁動等[30]。
因為噉,喺廿一世紀初嘅發育心理學同相關學科中,唔少專家開始提倡適當嘅玩,可以用嚟幫助有過度活躍症嘅細路,並且開展咗研究,想知具體嚟講,點樣嘅玩先可以最有效幫助過度活躍症嘅細路[42][30],而呢啲學科嘅工作者亦開始咗嘗試用玩耍治療[e 22]嚟處理過度活躍症[43]。
體質概念
[編輯]有認知心理學同相關領域嘅學者提出咗體質概念[e 23]嘅諗法:呢啲學者指出,有一啲概念係所謂嘅體質概念,即係要透過身體郁動,先會學得識嘅,例子有距離、軟硬同埋尖定倔呀噉。齋靠言語,難以學識體質概念:例如
- 人工智能等領域嘅研究證實,學行路等嘅基本動作查實極之複雜-教電腦做邏輯推理喺廿世紀經已基本上搞掂咗,但教機械人行路到咗廿一世紀初都仲係大問題;
- 神經科學上嘅研究又表明,人嘅小腦[e 24]嘅神經元數量遠大於腦嘅其餘部份嘅總和,不過小腦喺容量上只係成個腦嘅 10% 左右;
呢啲咁多嘅研究結果表示,微調運動控制高度複雜,難以用一般嘅語言[註 7]描述,就可以教得到嘅[44]。玩嗰陣,細路往往會係噉郁嚟郁去,即使係畫畫同捉棋等較靜態嘅活動,都實會涉及一定量嘅郁動,細路有大量機會不斷重複做出行路、跑或者拎嘢等嘅各種基本郁動,透過不斷嘅反饋,令佢最後能夠熟習呢啲生存必需嘅動作[45][46]。

呢啲學者進一步指,體質概念唔淨只幫到細路學做生存嘅基本動作,仲有助進階嘅思考:概念係心智表徵,需要集結大量事例先可以形成,例如人睇咗大量有幹有枝有葉,喺腦入便形成樹嘅概念;按同樣嘅道理,細路喺玩嘅途中會喺環境裏便移動,會例如感知到環境中嘅物體同自己之間嘅距離不斷變化,令佢哋腦入面充滿咗大量記憶片段,描述唔同物體以唔同速度郁會點變,從而喺學識用語言之前就有咗距離嘅概念,而呢樣嘢會幫助佢哋第時理解更加進階嘅物理同數學概念[註 8]。呢啲學者亦主張,同樣嘅現象喺其他動物身上都可以觀察到[47][48]。
同文化嘅啦掕
[編輯]
玩係普世文化通則[e 25]:世界各地嘅人,無論語言文化,都有玩嘅行為,就算係喺科技同經濟上冇咁先進、冇遊戲機同量產型玩具嘅地區,兒童都曉自己搵環境入便嘅石仔、水同樹枝等嘅物品,用嚟做玩具[49],例如研究試過觀察到剛果民主共和國嘅細路用泥嚟扮整嘢食玩煮飯仔[50],又有研究試過觀察到巴西一啲窮地區嘅細路將腰果當波子噉樣玩[51]。
無論係世界邊個地方,細路花喺玩耍上嘅時間,都會多過大人嘅,不過至於大人點樣看待細路嘅玩耍,唔同群體喺呢點上可以有一定嘅文化差異,而且唔同文化體可能會鼓勵唔同類型嘅玩[52],例如有部份研究話西洋人比較傾向鼓勵啲細路獨立噉玩,而東亞嘅人則較傾向鼓勵細路彼此之間合作噉玩[53];除此之外,唔同嘅文化體喺大人嘅參與度上,都有差異,例如某啲地區同族群嘅父母較常會參與仔女嘅玩,而且玩起上嚟會同啲細路打成一片[52]。
因為玩呢種行為咁普世,世界各地嘅人都會創造同玩有關嘅文化產物。同玩有關嘅文化產物主要有玩具同遊戲等。
玩具
[編輯]玩具可以泛指用嚟玩嘅架生。玩具可以係由人特登設計嚟畀人玩嘅,諸如毛公仔、扭計骰、滑板同積木等嘅物品,都係由人專登設計嚟做玩具嘅;但另一方面,玩具可以係本身有第啲用途,但玩嘅人發揮自己嘅想像力,攞件嘢嚟玩,例如紙本身可以用嚟寫嘢同畫嘢,又成日有人會攞嚟摺成飛機玩[54]。由人設計嘅玩具歷史悠久,可以追溯到去公元前 3,000 年嘅印度河文明,而時至今日,玩具已經係人類文化中嘅重要產物,有好多人仲會攞玩具嚟收藏[55]。
用有其他用途嘅物品嚟做玩具,呢種行為就更古老,喺人以外嘅動物身上都觀察得到。動物學家試過觀察由人養嘅年幼黑猩猩,發現年幼嘅黑猩猩有類似人類細路噉嘅行為:年幼嘅黑猩猩乸不時會執起環境入便嘅樹枝,然後佢哋會攞住啲樹枝,又抱又攬-好似當正啲樹枝係臊孲子噉;同時佢哋亦發現,成年嘅黑猩猩乸好少可會噉樣玩,而做咗亞媽嘅黑猩猩乸完全冇噉嘅行為。年幼黑猩猩乸嘅呢種行為,被指係好似人類細路-尤其係女仔-攞公仔嚟玩嗰陣嘅行為[56]。
喺廿一世紀初嘅人類社會,玩具生產係大產業,喺二〇二〇年,單單係美國嘅玩具市場,估計經已值成 255 億美元咁多[57]。玩具設計係高度技術化嘅領域,做呢行嘅人需要具備工程學同兒童心理學等領域嘅知識,能夠設計出細路會中意之餘,又能夠有效率噉量產嘅玩具[58]。新科技仲帶嚟咗聰明玩具[e 26]等嘅發展:聰明玩具內置微型電腦,而且能夠展現一定程度嘅人工智能,所以聰明玩具有可能例如按照玩緊佢嗰個細路嘅行為,調整自己,並且令個細路玩得更加開心,簡單例子有透過自然語言處理嚟同細路講嘢嘅公仔,例子可以睇 Furby 等嘅玩具[59][60]。

遊戲
[編輯]遊戲[e 27]係源自玩嘅重要文化產物。同玩具唔同嘅係,遊戲有一定嘅規則,好多時仲會有埋輸贏條件,會要求玩家思考點樣喺遊戲規則限制之下,最大可能噉達到自己嘅目的[61][62]。遊戲好多時仲會會有競爭性:好多遊戲都涉及多過一位玩家,要啲玩家各自選擇自己嘅策略,並且嘗試打低其他玩家,例如象棋、團隊運動以及各種各樣嘅射擊同格鬥視像遊戲等等,都屬於帶有競爭嘅遊戲[63][64]。
遊戲通常亦包含美學[e 28]嘅層面,例如配樂、視覺圖像,以及設計者希望呈現畀玩家嘅虛擬世界等,都係遊戲體驗嘅重要部份。嚴格嚟講,呢啲元素未必係構成遊戲必不可少嘅部分,但適當嘅美學設計可以加強玩家嘅投入感,甚至幫助玩家理解同記住遊戲規則[65]。
喺二十一世紀初,遊戲開發者係一種專業。呢啲開發者喺技能上可以好多樣化,有啲專職做編程等嘅較技術性質嘅工作,但做美術等創意性質嘅工作嘅人,對遊戲開發團隊嚟講都好重要。

第啲物種嘅玩
[編輯]

動物行為學亦有當玩耍係行為噉嚟研究。喺呢啲研究上,研究者要以外顯行為嘅方式定義玩耍:對人做嘅心理學研究可以向受試者問問題,但人以外嘅動物,絕大多數都唔曉用語言同研究者溝通,研究者淨係可以靠觀察佢哋嘅外顯行為;所以研究玩嘅動物行為學家首先要諗清楚,某個行為要點先算係玩耍。
喺廿一世紀初嘅動物行為研究中,研究者一般會將某個行為同响同一個物種中嘅「認真」版本比較,判定該行為算唔算係玩;舉個例說明,設依家有隻貓,認真想獵殺老鼠嘅貓正常會用最短嘅路線有咁快得咁快殺死隻老鼠-對生存嚟講重要嘅認真版本,但某啲時候,貓會用各種唔係咁有效率嘅方法攻擊隻老鼠,而且捉到隻老鼠之後會放佢走再嚟過-對生存嚟講唔重要嘅非認真版本;喺前者嘅情況下,隻貓喺度認真獵食,當隻老鼠係獵物,而喺後者嘅情況下,隻貓喺度玩緊隻老鼠[66]。
喺動物當中,玩一定程度上可以係地位嘅展現:玩定義上係喺隻動物冇感受到巨大心理壓力嘅情況下先會發生嘅,所以受心理壓力-搵唔到嘢食或者俾獵食者追緊-嘅動物唔會玩;地位高嘅動物個體較少需要憂搵唔到嘢食或者俾地位高過自己嘅個體攻擊,所以一般都會玩得多啲[67]。
玩作為準備
[編輯]廿一世紀初,學界有所謂嘅玩作為準備[e 29]假說。動物行為學家留意到,唔同物種嘅玩耍行為可以爭好遠,而一個物種嘅玩,傾向似佢哋生存上要做嘅嘢:
- 好似獅子同熊
人 等嘅獵食者玩,傾向涉及唔認真噉追逐、咬、推同攻擊佢哋玩緊嘅物體,即係話佢哋玩嗰陣嘅行為似唔認真嘅獵食,有助佢哋提高自己攻擊同殺獵物嘅能力。 - 好似鹿同斑馬等成日俾獵食者追嘅動物嘅玩,就傾向涉及大量嘅跑同跳,即係話佢哋玩嗰陣嘅行為似唔認真嘅逃走,有助佢哋提高真係有危險嗰陣逃跑嘅能力。
- 有社會性嘅動物會玩打交嚟睇下邊個好打啲,藉此建立群體內嘅優勢等級;
除此之外,仲有實證研究發現,涉及郁動嘅玩有助年幼嘅獼猴喺運動控制能力上嘅發育[68]。基於上述呢啲研究,有動物學家就提出玩作為準備嘅諗頭-主張玩係一種心理功能,令動物喺得閒嘅時間練習對自己生存嚟講重要嘅行動,間接提高佢哋生存嘅能力,所以就進化到出黎[67]。
有動物學家響應玩作為準備假說,指出,玩耍會教動物學識結果等同[e 30]:呢啲動物學家指,由於玩唔認真,玩嗰陣遇到失敗都唔會有乜嘢嚴重嘅後果,所以玩容許隻動物試做唔同嘅行動,用唔同嘅方法解決同一個問題,例如練逃跑嗰陣用唔同嘅逃走路線,但喺呢種情況下,隻動物唔係真係俾獵食者追緊,所以大可以嘗試之前未試過嘅逃走路線,加深自己對逃走呢樣嘢嘅理解,甚至有機會搵到比之前嘅逃走路線更加有效、但前所未知嘅路線[67][69]。
有動物學家仲研究埋玩耍對動物嘅神經系統有咩影響:有研究指,玩可以修整腦部神經元之間嘅連結;喺包括人類在內嘅好多哺乳類動物當中,隻動物啱啱出世嗰陣,個腦塊大腦皮層都會有過多嘅突觸,而隨住經驗同神經活動發展,個腦會按所受嘅外界刺激做修剪,即係啲多餘冇用嘅突觸會消失,令大腦皮層變得更有效率[註 9];有實證嘅研究發現,細個嗰陣玩得少得滯嘅成年大家鼠,中側前額皮層[e 31]會好似年幼大家鼠噉雜亂無章[67]。
用進化論解釋
[編輯]
進化心理學[e 32]係用進化論嚟解釋人類行為嘅理論框架。根據呢套諗法,如果現代人類普遍有某種行為,噉應該表示呢種行為喺人類進化嘅過程中有相當嘅適應度,所以先能夠通過進化嘅考驗留存到落嚟。最基本上可以噉想像:
- 生物身上嘅每一個基因都可以引致隻生物有某啲特徵,基因會影響隻生物嘅生理特徵,又可以透過影響神經系統嘅結構等嘅特徵,間接影響心理同行為;
- 假如某個基因,令帶有佢嘅動物個體有較大機會做出對佢生存繁殖有利嘅行為,噉呢個基因會因為帶住佢嘅個體較有機會生存繁殖而留存落嚟;
- 相對嚟講,引致動物做出對生存繁殖不利嘅行為嘅基因就傾向會走向滅絕。
因為噉,經過長達千百萬年嘅物競天擇過程,淨低落嚟嘅基因應該多數都係對生存繁殖有利嘅[70][71]。
有學者主張,玩呢種行為可以用進化心理學解釋:原則上,玩係有代價嘅-玩嘅時侯,隻動物警覺性會下降,喺野外嘅話會提升佢受獵食者攻擊或者受傷嘅危險,而且玩會消耗能量;由物競天擇嘅角度思考嘅話,玩呢種行為實係會令隻動物大為得益,所以先會通過物競天擇嘅考驗留存到落嚟,而且仲要普遍到喺多個非人類物種身上搵得到。實證研究指,玩好多時能夠提高隻動物將來嘅表現,例如有研究就發現,得閒適量噉打機能夠改善手眼協調[72],又或者有研究指踢波同跳舞等講求體力嘅活動能夠改善健康同減緩隨年紀發生嘅認知衰退[73],而貓得閒玩打獵能夠提升自己嘅打獵技術,令到自己將來打獵更成功-玩打獵嘅行為有助貓提升自己將來生存嘅能力,對於貓呢個物種嚟講係進化上有利嘅;即係話對動物嚟講,喺適當時候玩對佢長遠嘅生存嚟講有利,所以整體上,只要個物種嘅腦有機制令佢哋識分咩時候應該玩咩時候唔應該,玩呢種行為係喺進化上有利嘅[1]。
認知相關
[編輯]相關嘅文
[編輯]文獻
[編輯]可以參考嘅學術文獻:
- Bakker, A. B., Scharp, Y. S., Breevaart, K., & De Vries, J. D. (2020). Playful work design: Introduction of a new concept (PDF). The Spanish Journal of Psychology, 23.
- Bateson, Gregory. (1955). A theory of play and fantasy. Psychiatric research reports, 2(39), 39–51. Reprinted in Steps to an Ecology of Mind, 1972. Chandler, and 2000, University of Chicago Press.
- Caillois, R. (2001). Man, play, and games. Urbana and Chicago, University of Illinois Press (originally published in 1958; translated from the French by Meyer Barash).
- Gray, P. (2009). "Play as a Foundation for Hunter-Gatherer Social Existence". American Journal of Play. 1 (4): 476–522. ISSN 1938-0399. ERIC #EJ1069037.
- Gray, P. (2013). Free to Learn: Why Unleashing the Instinct to Play Will Make Our Children Happier, More Self-Reliant, and Better Students for Life.
- Huizinga, J. (1955). Homo ludens; a study of the play-element in culture. Boston: Beacon Press.
- Hunter, C., Jemielniak, D., & Postula, A. (2010). Temporal and spatial shifts within playful work (PDF). Journal of Organizational Change Management, 23(1), 87.
- Jenkinson, Sally (2001). The Genius of Play. Hawthorn Press.
- Nachmanovitch, Stephen (1972). "Ends, means, and galumphing: some leitmotifs of play". American Anthropologist. 75: 1. doi:10.1525/aa.1973.75.1.02a00050.
- Nachmanovitch, Stephen (as Stephen Miller) (1974). "Play and the nature or pretense", Rice University Studies (July 1974).
- Piaget, J. (1962). Play, dreams and imitation (Vol. 24). New York: Norton.
- Stebbins, Robert A. (2015). The Interrelationship of Leisure and Play: Play as Leisure, Leisure as Play. Houndmills, UK: Palgrave Macmillan.
- Wästerfors, David (2016). "Playfights as Trouble and Respite". Journal of Contemporary Ethnography. 45 (2): 168–197.
動物行為相關嘅文獻:
- Burghardt, G. M. (2005). The genesis of animal play: Testing the limits. MIT Press.
- Burghardt, G. M. (2010). The Comparative Reach of Play and Brain: Perspective, Evidence, and Implications (PDF). American Journal of Play, 2(3), 338-356.
- Kortmulder, Koenraad (1998). Play and Evolution: Second Thoughts on the Behaviour of Animals, ISBN 978-90-5727-013-0.
- Vanderschuren, L. J., & Trezza, V. (2013). What the laboratory rat has taught us about social play behavior: role in behavioral development and neural mechanisms. In The neurobiology of childhood (pp. 189-212). Springer, Berlin, Heidelberg.
參考
[編輯]註解:
篇文用咗嘅詞彙嘅外語版:
- ↑ "Summing up the formal characteristic of play, we might call it a free activity standing quite consciously outside 'ordinary' life as being 'not serious' but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner."
- ↑ cortisol
- ↑ spontaneous
- ↑ dopamine
- ↑ behavioral reinforcement
- ↑ "Play is repeated behavior that is incompletely functional in the context or at the age in which it is performed and is initiated voluntarily when the animal (or person) is in a relaxed or low stress setting."
- ↑ sensorimotor play / locomotor play
- ↑ social play
- ↑ role play
- ↑ RPG
- ↑ rough-and-tumble play / play fighting
- ↑ parallel play
- ↑ object play
- ↑ construction play
- ↑ rule-based play
- ↑ pretend play / make believe
- ↑ language play
- ↑ Convention on the Rights of the Child
- ↑ "Parties recognize the right of the child to rest and leisure, to engage in play and recreational activities appropriate to the age of the child and to participate freely in cultural life and the arts."
- ↑ motor control;指腦部指揮身體各肌肉嘅能力。
- ↑ attention deficit hyperactivity disorder,簡稱 ADHD
- ↑ play therapy,指用玩嚟做嘅心理治療
- ↑ corporeal concept
- ↑ cerebellum;負責微調運動控制嘅腦區。
- ↑ cultural universal
- ↑ smart toy
- ↑ game,呢隻詞喺英文係泛指遊戲,而港澳粵語口語會講嘅 gem1 較多係特指視像遊戲。
- ↑ aesthetics
- ↑ play as preparation
- ↑ equifinality
- ↑ medial prefronal cortex;對計劃同思考嚟講重要嘅腦區
- ↑ evolutionary psychology
篇文引述咗嘅文獻同網頁:
- 1 2 Irvine, L. (2001). The power of play. Anthrozoös, 14(3), 151-160.
- 1 2 3 Burghardt, G. M. (2005). The genesis of animal play: Testing the limits. MIT Press.
- ↑ Lillemyr, O.F. (2009). Taking play seriously. Children and play in early childhood education: an exciting challenge. Charlotte, NC: Information Age Publishing.
- ↑ Gray, P. (2011). The decline of play and the rise of psychopathology in children and adolescents. American Journal of Play, 3(4), 443-463.
- ↑ What is a game? 互聯網檔案館嘅歸檔,歸檔日期2017年4月6號,.. play with learning.
- ↑ Video Game Industry - Statistics & Facts. Statistica.
- ↑ Huizinga, J. (1980). Homo Ludens: A Study of the Play Element in Culture 互聯網檔案館嘅歸檔,歸檔日期2015年3月28號,. (PDF) (3rd ed.). London: Routledge & Kegan Paul Ltd.
- ↑ Piaget, Jean (1962). Play, dreams and imitation. 24. New York: Norton. p. 147.
- ↑ Bogost, I. (2016). Play anything: The pleasure of limits, the uses of boredom, and the secret of games. Basic Books.
- ↑ Burghardt, G. M. (2010). The Comparative Reach of Play and Brain: Perspective (PDF), Evidence, and Implications. American Journal of Play, 2(3), 338-356.
- ↑ The Science - Patterns of Play 互聯網檔案館嘅歸檔,歸檔日期2021年1月19號,..
- ↑ Twitchett, E. A., Koutedakis, Y., & Wyon, M. A. (2009). Physiological fitness and professional classical ballet performance: a brief review. The Journal of Strength & Conditioning Research, 23(9), 2732-2740.
- ↑ Kermoian, R., & Campos, J. J. (1988). Locomotor experience: A facilitator of spatial cognitive development. Child development, 908-917.
- 1 2 3 Dinets, V. (2015). Play behavior in crocodilians. Animal Behavior and Cognition, 2(1), 49-55.
- ↑ Dinets, V. (2011). Crocodylus rhombifer (Cuban crocodile) mating behavior. Herpetological Review, 42, 232.
- ↑ Whitebread, D.; Coltman, P.; Jameson, H.; Lander, R. (2009). "Play, cognition and self-regulation: What exactly are children learning when they learn through play?". Educational & Child Psychology. 26 (2): 40–52.
- 1 2 Pellis, S. M., & Pellis, V. C. (1998). The play fighting of rats in comparative perspective: A schema for neurobehavioral analyses. Neuroscience & Biobehavioral Reviews, 23, 87-101.
- ↑ Suomi, S. J. (2005). Genetic and environmental factors influencing the expression of impulsive aggression and serotonergic functioning in rhesus monkeys. In R. E. Tremblay, W. W. Hartup & J. Archer (Eds.), Developmental Origins of Aggression (pp. 63-82). The Guilford Press: New York, NY.
- ↑ Pellis, S. M., & Pellis, V. C. (2009). The Playful Brain. Venturing to the Limits of Neuroscience. Oneworld Press: Oxford, UK.
- ↑ Robinson, C. C., Anderson, G. T., Porter, C. L., Hart, C. H., & Wouden-Miller, M. (2003). Sequential transition patterns of preschoolers' social interactions during child-initiated play: Is parallel-aware play a bidirectional bridge to other play states?. Early Childhood Research Quarterly, 18(1), 3-21.
- ↑ McDonald, R. M., & Eisenhardt, K. M. (2020). Parallel play: Startups, nascent markets, and effective business-model design. (PDF) Administrative Science Quarterly, 65(2), 483-523.
- ↑ Flippin, M., & Watson, L. R. (2011). Relationships between the responsiveness of fathers and mothers and the object play skills of children with autism spectrum disorders. Journal of Early Intervention, 33(3), 220-234.
- ↑ Caldera, Y. M., Culp, A. M., O’Brien, M., Truglio, R. T., Alvarez, M., & Huston, A. C. (1999). Children's play preferences, construction play with blocks, and visual-spatial skills: Are they related?. International Journal of Behavioral Development, 23(4), 855-872.
- ↑ Saariluoma, P. (1995). Chess players' thinking: A cognitive psychological approach. Psychology Press.
- ↑ Tagiew, Rustam (2011). Averkin, Alexey N.; Ignatov, Dmitry I.; Mitra, Sushmita; Poelmans, Jonas (eds.). "Beyond Analytical Modeling, Gathering Data to Predict Real Agents' Strategic Interaction" Soft Computing Applications and Knowledge Discovery. CEUR Workshop Proceedings. Moscow, Russia. Vol-758: 113--124.
- 1 2 Fein, Greta (December 1981). "Pretend Play in Childhood: An Integrative Review". Child Development. 52 (4): 1095–1118.
- ↑ Lillard, Angeline (April 1993). "Pretend Play Skills and the Child's Theory of Mind". Child Development. 64 (2): 348-371.
- ↑ Bushnell, C. (2009). 'Lego my keego!': An analysis of language play in a beginning Japanese as a foreign language classroom. Applied linguistics, 30(1), 49-69.
- ↑ Brown, S.L,. Play, How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul. Avery Penguin press, 2009.
- 1 2 3 Pellis, S. M., Pellis, V. C., & Bell, H. C. (2010). The function of play in the development of the social brain. American Journal of Play, 2, 278-296.
- ↑ United Nations (2020). "Chapter IV. Human Rights. 11) Convention on the Rights of the Child 互聯網檔案館嘅歸檔,歸檔日期2014年2月11號,." in: United Nations Treaty Collection. Depositary. Status of Treaties.
- ↑ Beets, M.W.; Pitetti, K H. (2005). "Contribution of physical education and sport to health-related fitness in high school students". Journal of School Health. 75 (1): 25–30.
- ↑ Brown, E.W.; Clark, M.A.; Ewing, M.E.; Malina, R.M. (1998). "Participation in youth sports: Benefits and risks". Spotlight on Youth Sports. 21 (2): 1–4.
- ↑ "Early Childhood Australia - A voice for young children". Early Childhood Australia.
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- ↑ Caillois, Roger (1957). Les jeux et les hommes. Gallimard.
- ↑ Avedon, Elliot; Sutton-Smith, Brian (1971). The Study of Games. J. Wiley. p. 405.
- ↑ Junghanns, A., Schaeffer, J., Brockington, M., Bjornsson, Y., & Marsland, T. (1997). Diminishing returns for additional search in chess. In Advances in Computer Chess, 8.
- ↑ Hunicke, R., LeBlanc, M., & Zubek, R. (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722).
- ↑ Bekoff, M., and Byers, J. A. (Eds.) (1998). Animal play: evolutionary, comparative, and ecological perspectives. Cambridge, UK: Cambridge University Press.
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- ↑ Berghänel, A.; Schülke, O.; Ostner, J. (2015). "Locomotor play drives motor skill acquisition at the expense of growth: A life history trade-off" (PDF). Science Advances. 1 (7): 1-8.
- ↑ Manohar, B. R., & Mathur, R. (1992). Interspecific play behaviour between Hanuman langur Presbytis entellus and rhesus macaque Macaca mulatta. J. Bombay Nat. Hist. Soc, 89, 114-115.
- ↑ Buss, D. (2015). Evolutionary psychology: The new science of the mind. Psychology Press.
- ↑ Montier, J. (2002). Darwin's Mind: The Evolutionary Foundations of Heuristics and Biases. Available at SSRN 373321.
- ↑ Ustinova, K. I., Leonard, W. A., Cassavaugh, N. D., & Ingersoll, C. D. (2011). Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI. Journal of neuroengineering and rehabilitation, 8(1), 61.
- ↑ Haskell, W. L., Lee, I. M., Pate, R. R., Powell, K. E., Blair, S. N., Franklin, B. A., ... & Bauman, A. (2007). Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. Circulation, 116(9), 1081.
外拎
[編輯]- (英文)玩嘅科學,Scholarpedia
- (英文)國家玩耍學院.
- (英文)玩耍基金會
- (英文)Brown, Stuart (2008) 點解玩好重要 — 無論你幾多歲都好,TEDtalks