This presentation is a tool for toy designers as well for toy companies to better understand how to frame the design process and to target on relevant emotional goals. In the first section offers an overview on Play Typologies and Emotional Goals in a Cognitive and Social dimension, how different kinds of play are affected by time and how playfulness can be reached through motivation, framing, control and reality suspension. In the second section Emotional Goals are the focus, where Transformation is key and children can fulfill their fantasy.
5. PLAYTYPOLOGIES
• Symbolic Play
• Constructive Play
• Rule Play
• Solitary Play
• Parallel Play
• Associative Play
• Cooperative Play
Cognitive Dimension Social Dimension
…and of course each cognitive type can be performed at different social levels
TM
6. SYMBOLIC PLAY
• Children
symbolically use objects
as they were something
else
• And produce
pretend play and make-
believe activities
https://youtu.be/IBOHp79SvZ4
Cognitive Dimension
TM
8. RULE PLAY
• Games with a
specific code and rules
accepted and followed
by the players
Cognitive Dimension
TM
…a rule can be also a
physical one
9. SOLITARY PLAY
• The child plays
alone and
independently even if
surrounded by other
children
Social Dimension
TM
10. PARALLEL PLAY
• The child plays
independently at the
same activity, at the
same time, and in the
same place
Social Dimension
https://youtu.be/20xy4wUgbsc TM
11. ASSOCIATIVE PLAY
• The child is focused
on a separate activity but
there is a lot of sharing,
lending, taking turns,
and attending to the
activities of one’s peers
Social Dimension
TM
12. COOPERATIVE PLAY
• Children can
organize their play and/or
activity cooperatively with
a common goal and are
able to differentiate and
assign roles
Social Dimension
https://youtu.be/MdVhHB9ku0w TM
58. TM
Creating a Nurturer
adopting babies
Cabbage Patch Kids - circa1980
Parenthood
Adoption
Quality
Life-like
details
Born at
Babyland
General Hospital
sense of
reality
59. TM
Creating a Nurturer
rescuing puppies
Pound Puppies 1985
Dog Owners
Saviors
Nurturers
directly from
the pound
thrill of saving
puppies
60. TM
Creating a Nurturer
nurturing colonies
Uncle Milton’s Ant Farm - 1950s
emotional
link to the
Boy’s
nurturing
side also
socially
acceptable
also for
dads
61. TM
Creating a Nurturer
techno nurturing
Tamagotchi - 1996
Mastery
fill a void:
- space
- resources
Responsibility
without mess
both
genders
realistic
temperaments
67. TM
blockbusters that triumph
G.I. Joe - 1964
Movable
parts
Creating an Emulator
clothes
and
accessories
realism
of the
fantasy
pretend
warriors
68. TM
blockbusters that triumph
Masters of the Universe - 1980s
“I have
the
power”
Creating an Emulator
more
action-
oriented
abilities
feel more
like
heroes
good
VS
evil
70. TM
blockbusters that triumph
Teenage Mutant NinjaTurtles - 1988
Teenage
attitude
Creating an Emulator
- eat pizza
- make wise-cracks
- talk like surfers
- love music
- are cool
Relevant
persona
for boys
Teens +
Heroes
71. TM
blockbusters that triumph
Mighty Morphin Power Rangers - 1993
Real
teenagers
and worriors
at once
Creating an Emulator
Social fabric
that keep
the group
together
-Teamwork
-Loyalty
-Victory over
evil
Superhero
fantasies