Children's literature, culture, and cognition,
Journal Year:
2023,
Volume and Issue:
unknown
Published: July 20, 2023
Children’s
Cultures
after
Childhood
introduces
theoretical
concepts
from
new
materialist
and
posthumanist
childhood
studies
into
research
on
children’s
literature,
film,
media
texts
with
attention
to
the
entanglements
of
which
they
are
part.
Thirteen
chapters
by
international
contributors
diverse
disciplinary
fields
(literary
studies,
cultural
education,
studies)
offer
a
cross-section
empirical
approaches
sharing
an
inspiration
in
notion
“after
childhoods”,
proposed
Peter
Kraftl,
geographer,
conceptualize
methodological
orientations
lives
past,
present,
future
childhoods.
This
interdisciplinary
collection
will
be
interest
scholars
working
literature
culture
studies.
Biological reviews/Biological reviews of the Cambridge Philosophical Society,
Journal Year:
2025,
Volume and Issue:
unknown
Published: March 5, 2025
The
origins
of
play
remain
a
profound
puzzle
in
animal
evolution.
Play
is
often
characterised
as
seemingly
non-functional
behaviour
that
confers
little
survival
or
reproductive
benefit.
This
characteristic
makes
the
evolution
appear
paradoxical
under
Darwinian
principles,
which
posit
traits
must
be
beneficial
to
selected.
Given
adaptive
benefits
are
unclear
even
for
well-established
forms
extant
animals,
it
seems
improbable
an
incipient
form
earliest
stages
emerged
due
decisive
selective
advantage.
conventional
view
has
gained
traction
suggests
evolved
not
trait
but
by-product
energetic,
ontogenetic,
ecological,
and
psychological
facilitating
factors.
Building
upon
previous
empirical
theoretical
studies,
this
review
discusses
evolutionary
relationship
between
exploration.
More
specifically,
argues
relying
on
classification
dividing
exploration
into
intrinsic
extrinsic
types
can
help
us
articulate
both
mechanistic
continuities
discontinuities
Based
distinction,
article
proposes
following
hypothesis:
originally
curiosity-motivated
hypothesis
supported
by
recent
evidence
indicating
may
have
co-opting
some
mechanisms
curiosity,
including
(i)
commonality
stimuli
elicit
curiosity
those
play,
(ii)
shared
neural
basis
involving
reward
executive
control
systems.
I
also
discuss
new
testable
predictions
derived
from
outline
future
research
directions,
comparative
phylogenetic
eco-sociological
analyses,
psycho-behavioural
approaches.
Human
learning
essentially
involves
embodied
interactions
with
the
material
world.
But
our
worlds
now
include
increasing
numbers
of
powerful
and
(apparently)
disembodied
generative
AIs.
In
what
follows
we
ask
how
best
to
understand
these
new
(somewhat
“alien”,
because
their
nature)
resources
incorporate
them
in
educational
practices.
We
focus
on
methodologies
that
encourage
exploration
‘prepared’
environments,
such
as
carefully
organised
settings
Montessori
education.
Using
Active
Inference
Framework,
approach
questions
by
thinking
about
human
epistemic
foraging
prediction
error
minimization.
end
arguing
AIs
should
figure
naturally
elements
prepared
environments
facilitating
sequences
precise
enabling
trajectories
self-correction.
ways
anticipate
synergies
between
(essentially)
forms
intelligence.
Philosophical Transactions of the Royal Society B Biological Sciences,
Journal Year:
2024,
Volume and Issue:
379(1911)
Published: Aug. 19, 2024
Human
learning
essentially
involves
embodied
interactions
with
the
material
world.
But
our
worlds
now
include
increasing
numbers
of
powerful
and
(apparently)
disembodied
generative
artificial
intelligence
(AI).
In
what
follows
we
ask
how
best
to
understand
these
new
(somewhat
‘alien’,
because
their
nature)
resources
incorporate
them
in
educational
practices.
We
focus
on
methodologies
that
encourage
exploration
‘prepared’
environments,
such
as
carefully
organized
settings
Montessori
education.
Using
active
inference
framework,
approach
questions
by
thinking
about
human
epistemic
foraging
prediction
error
minimization.
end
arguing
AI
should
figure
naturally
elements
prepared
environments
facilitating
sequences
precise
enabling
trajectories
self-correction.
ways,
anticipate
synergies
between
di
s
(essentially)
forms
intelligence.
This
article
is
part
theme
issue
‘Minds
movement:
cognition
age
intelligence’.
Journal of Media Psychology Theories Methods and Applications,
Journal Year:
2022,
Volume and Issue:
35(2), P. 87 - 98
Published: Aug. 9, 2022
Abstract:
Why
do
people
seek
out
frightening
leisure
activities
such
as
horror
films
and
haunted
attractions,
does
the
experience
benefit
them
in
any
way?
In
this
article,
we
address
these
questions
through
two
separate
studies.
Study
1,
asked
American
fans
(
n
=
256)
why
they
like
identified
three
overall
types
of
fans,
which
term
“Adrenaline
Junkies,”
“White
Knucklers,”
“Dark
Copers.”
2,
collected
data
from
Danish
visitors
at
a
house
attraction
258)
replicated
findings
1
by
finding
same
fans.
Furthermore,
show
that
report
distinct
benefits
experiences.
Adrenaline
Junkies
reported
immediate
enjoyment,
White
Knucklers
personal
growth,
Dark
Copers
both.
These
results
suggest
are
not
only
an
outlet
for
sensation-seeking,
allure
may
have
much
to
with
learning
growth
it
has
high-arousal
fun.
Royal Society Open Science,
Journal Year:
2023,
Volume and Issue:
10(6)
Published: June 1, 2023
We
are
at
the
cusp
of
a
transition
from
'learning
data'
to
what
data
learn
from'
as
central
focus
artificial
intelligence
(AI)
research.
While
first-order
learning
problem
is
not
completely
solved,
large
models
under
unified
architectures,
such
transformers,
have
shifted
bottleneck
how
effectively
train
acquire
and
use
task-relevant
data.
This
problem,
which
we
frame
Synthese,
Journal Year:
2023,
Volume and Issue:
202(5)
Published: Nov. 2, 2023
Abstract
I
identify
and
then
aim
to
resolve
a
tension
between
the
psychological
existential
conceptions
of
boredom.
The
dominant
view
in
psychology
is
that
boredom
an
emotional
state
adaptive
self-regulatory.
In
contrast,
philosophical
phenomenological
tradition,
often
considered
as
existentially
important
mood.
leverage
predictive
processing
framework
offer
integrative
account
allows
us
these
tensions.
This
explains
functional
aspects
boredom-as-emotion
literature,
offering
principled
way
defining
boredom’s
function
terms
prediction-error-minimisation.
However,
mediated
through
processing,
we
can
also
integrate
mood;
this
light,
tracks
our
grip
on
world
–
revealing
potentially
fundamental
(mis)attunement.
Interacting with Computers,
Journal Year:
2024,
Volume and Issue:
unknown
Published: March 15, 2024
Abstract
Need
for
novelty
has
been
proposed
as
a
potential
candidate
to
be
basic
psychological
need,
in
addition
autonomy,
competence,
and
relatedness
the
Self-Determination
Theory
literature.
In
this
paper,
we
investigate
need
video
gaming
domain,
examine
whether
it
differentiates
distinct
construct
from
other
three
needs
of
competence
relatedness.
To
able
test
this,
examined
uniquely
predicts
context
specific
outcomes,
such
concentration,
satisfaction
commitment
games.
We
conducted
an
online
survey
with
390
game
players.
Regression
analyses
showed
that
indeed
emerges
construct,
positive
outcomes.
This
study
provides
initial
support
is
needed
players'
intrinsic
motivation,
shows
importance
gaming.
discuss
new
avenues
research
related
how
consideration
may
impact
design.
'Juicy'
or
immediate
abundant
action
feedback
is
widely
held
to
make
video
games
enjoyable
and
intrinsically
motivating.
Yet
we
do
not
know
why
it
works:
Which
motives
are
mediating
it?
features
afford
In
a
pre-registered
(n=1,699)
online
experiment,
tested
three
mapping
prior
practitioner
discourse—effectance,
competence,
curiosity—and
connected
design
features.
Using
dedicated
RPG
2x2+control
design,
varied
amplification,
success-dependence,
variability
recorded
self-reported
effectance,
curiosity,
enjoyment
as
well
free-choice
playtime.
Structural
equation
models
show
curiosity
the
strongest
only
playtime
predictor
support
theorised
competence
pathways.
Success
dependence
enhanced
all
motives,
while
amplification
unexpectedly
reduced
them,
possibly
because
condition
unintentionally
impeded
players'
sense
of
agency.
Our
study
evidences
uncertain
success
affording
an
underappreciated
moment-to-moment
engagement
driver,
directly
supports
competence-related
theory,
suggests
that
juicy
game
feel
guidance
ties
legible
action-outcome
bindings
graded
preconditions
positive
'low-level'
user
experience.
Frontiers in Ethology,
Journal Year:
2024,
Volume and Issue:
3
Published: June 24, 2024
Play
is
a
widespread
phenomenon
in
the
animal
kingdom
with
observations
from
all
vertebrate
classes.
The
adaptive
value
of
this
behaviour,
however,
remains
unclear.
In
past
century,
numerous
theories
have
been
put
forward,
ranging
releasing
surplus
energy
to
training
species-specific
behaviours.
However,
none
these
can
fully
explain
functions
play.
A
recent
neurocognitive
theory
suggests
that
play
allows
brain
encounter
many
different
and
surprising
situations
provide
it
opportunities
learn
about
environment
form
predictions
it.
This
has,
our
knowledge,
previously
not
experimentally
tested.
To
start
exploring
connection
between
cognition,
we
compared
cognitive
capacities
White
Leghorn
chicks
were
stimulated
first
five
weeks
their
lives
did
receive
any
stimulation.
More
specifically,
wanted
test
specific
types
domains.
achieve
this,
designed
two
treatments:
object
players
provided
variety
toys
during
treatment,
social
released
into
an
arena
plenty
space
conspecifics,
as
has
shown
trigger
Subsequently,
three
treatments
(control,
players,
players)
tested
battery
consisting
experiments
targeting
domain
physical
domain.
We
found
no
improvement
either
treatment
group
control
subjects,
though
appears
affected
some
behavioural
variables
recorded
tests.
Chicks
had
played
socially
general
bolder,
more
explorative
access
resources
might
subsequently
allow
them
exploit
efficiently,
which
could
turn
affect
welfare
they
be
resilient
stress
resources.
studies
will
needed
assess
long-term
effects
on
chickens.