Font Size: a A A

The Study On Digital Toys For Youth

Posted on:2005-07-12Degree:MasterType:Thesis
Country:ChinaCandidate:J J ChenFull Text:PDF
GTID:2155360125967928Subject:Art of Design
Abstract/Summary:PDF Full Text Request
21st century will be a century of entertainment. As the improvement of living standard, people ask more from the basic needs of life to emotional satisfactions. Among those, pleasure is probably the most important one. As entertainment is always the most direct way to induce pleasure. And toy is one of the carriers of entertainment. It will be a developing subject for an epoch or economic and social cells of a country. Digital toys are newly born, which has almost no theory system. So the study on digital toys and how to design is a very urgent and necessary subject.Based on the above, the student begins with the theories of toys, analyses the background of digital toys and points out its possible theories. After studying on the biggest potential users of digital toy, the student states her theory on how to design digital toys for Youth (design concept, design elements, design methods, design procedure) and make a set of design practice to prove her theories.The content of the thesis: Chapter One: expatiating on the context, the student discusses three issues: advent of entertainment century, rise of digital toys, actuality of toys' development. Based on them, the student pointes the contents, objectives and methodology of the subject. Chapter Two: through probing into the theory of toys, dating back to the definition, nature and history of toys, the student infers the theories of digital toys. Based on its short history, the student discusses on the trend of digital toys. Chapter Three: the discussion and investigation of Youth. Chapter Four: based on the theory of emotional design, the student defines key elements, methods, and procedure of digital toys for Youth. Chapter Five: the student carries out a set of designs based on her studies. Chapter Six: self-evaluation on the thesis, pointing out deficiency and the directions for continuing research.
Keywords/Search Tags:Digital Toys, Youth, Digital Entertainment, Emotional Design
PDF Full Text Request
Related items