A Study on Children’s Play Ground-Based on The Theory of Mitsuru Senda’s Play Ground of The Heart

碩士 === 中原大學 === 建築研究所 === 105 === With the vigorous development of society and rapid population change, Taiwan is facing with the problem of the low birthrate and aging society. In view of children''s issues, the society attaches importance to preschool education and the healthy de...

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Bibliographic Details
Main Authors: Yu-Chu Lo, 羅宇筑
Other Authors: Ming-Yeh Hsieh
Format: Others
Language:zh-TW
Published: 2017
Online Access:http://ndltd.ncl.edu.tw/handle/46833663714868971606
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Summary:碩士 === 中原大學 === 建築研究所 === 105 === With the vigorous development of society and rapid population change, Taiwan is facing with the problem of the low birthrate and aging society. In view of children''s issues, the society attaches importance to preschool education and the healthy development of body and mind. In the East Asian countries close to Taiwan, Japan''s population trend is a mirror to that of Taiwan, thus, scholars have studied for children''s issues early in Japan. Therein, based on the background of children’s favorite game environment, the scholar, Mitsuru Senda explores a series of investigation and research related to children''s game environment from perspective of architect. In this study, the game is not only children''s favorite, but also is the memory of the childhood when children grow up, and even adults do not want to stop playing. The definition of the game is different from all ages. However, an influential game should not be limited to children''s favorite, and it is undeniable that our adults would learn something and get a pleasant mood in the course of playing. Therefore, it is an important issue to discuss whether the game space can give children enough and appropriate game environment. The goal of this study is to explore the game space that is comfortable for children to play deeply, as well as the size and characteristics of space. However, the children''s game space may be different with the nation and culture, thus, Mitsuru Senda’s survey results in Japan should not be the results in Taiwan. Based on his research method, this study conducts local investigation in Taiwan through literature review to understand the basic characteristics of game space and game behavior. In this study, if adults form the game environment, it must discuss around how to form it; furthermore, this study investigates in the way of recalling adults to children''s game environment, and it is themed with the narratives of this scenario by the “playground in the memory”. Besides, the author conducts interviews among 31 participants aged 20~39, analyzes the differences from the game types and narratives in Japan, and finally summarizes the objective information about game environment. In the second phase of the "actual playground", the author collects the answer to the game space scenario according to the interview and observation, to understand types of game environment and reasons for preferring of those school-age children in Taiwan. Finally, according to the results of “playground in the memory” and "actual playground", this study presents the types of children''s game environment in Taiwan, then, it focuses on the importance of each game space according to the results of exploration of children''s game environment and the relationship between children''s game behavior and playground. In the end, the author puts forward the conclusion of this study to construct the information about children’s game space in Taiwan, which provides reference and suggestions for the future design of children’s game environment and the follow-up research.