EDC048-1: Virtual Exhibition on the Evolution of Children's Toys
VerifiedAdded on 2022/09/13
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Project
AI Summary
This project presents a virtual exhibit that compares toys from the 1990s with those of the modern generation, reflecting the evolution of children's play and the impact of technological advancements. The exhibit explores popular toys of the 90s, such as Barbie dolls and LEGOs, contrasting them with t...

ASSESSMENT 1: VIRTUAL
EXHIBIT
EXHIBIT
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INTRODUCTION
Toys are the best friend of human being to
give company in leisure.
Nothing can bit the amusement of toys and
its indoor playing perspectives.
Mode of toys is changed from that of 90’s
to modern days due to technological
improvements.
Aim of this study is to assure a transparent
view about changing consequence of toys.
Toys are the best friend of human being to
give company in leisure.
Nothing can bit the amusement of toys and
its indoor playing perspectives.
Mode of toys is changed from that of 90’s
to modern days due to technological
improvements.
Aim of this study is to assure a transparent
view about changing consequence of toys.

90’S TOYS
A number of toys are offered for 90’s
generation such as stone game, LEGO and
Barbie doll.
Barbie doll was my favourite due to its
amazing appearance and vibrant dresses
(Anad and Gong, 2018).
Set of Barbie doll was just fantastic and a
world of imagination has just caught me to
think about something good.
Most of the girls were fond of this indoor
game and it might be the common pastime
of all of us.
A number of toys are offered for 90’s
generation such as stone game, LEGO and
Barbie doll.
Barbie doll was my favourite due to its
amazing appearance and vibrant dresses
(Anad and Gong, 2018).
Set of Barbie doll was just fantastic and a
world of imagination has just caught me to
think about something good.
Most of the girls were fond of this indoor
game and it might be the common pastime
of all of us.
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TOY OF MODERN GENERATION
Categories of toys change after 2000, the
period of digitalisation.
Mobile gaming and social media are
preferred by modern generation.
Video game attracts them more than any
other (Consalvo and Paul, 2018).
Audio visual centric media prefers by them.
Categories of toys change after 2000, the
period of digitalisation.
Mobile gaming and social media are
preferred by modern generation.
Video game attracts them more than any
other (Consalvo and Paul, 2018).
Audio visual centric media prefers by them.
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COMPARISON
Generation of 90’s are free minded from
childhood.
Generation after 2000 are complex in
mind (Gallagher, 2019).
Digital media has affected on mental
condition of modern generation.
Toys are somehow responsible for
affected on physical and mental state of
children.
Generation of 90’s are free minded from
childhood.
Generation after 2000 are complex in
mind (Gallagher, 2019).
Digital media has affected on mental
condition of modern generation.
Toys are somehow responsible for
affected on physical and mental state of
children.

CONCLUSION
Toys have capacity to moderate
relationship and view of thinking.
90’s toys were just excellent to give
pleasure for children.
Mode of action of modern toys are quite
complex.
Barbie is popular amongst all of them for
girls of that generation.
Toys have capacity to moderate
relationship and view of thinking.
90’s toys were just excellent to give
pleasure for children.
Mode of action of modern toys are quite
complex.
Barbie is popular amongst all of them for
girls of that generation.
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Trusted by 1+ million students worldwide

REFERENCES
Anad, D. and Gong, H., 2018. Situated Gaming: The story of the past, present and future
in women's digital game world.
Consalvo, M. and Paul, C.A., 2018. 'If you are feeling bold, ask for $3': Value Crafting
and Indie Game Developers. Transactions of the Digital Games Research
Association, 4(2).
Gallagher, R., 2019. ‘The game becomes the mediator of all your
relationships’. European Journal of Life Writing, 8, pp.DM33-DM55.
Anad, D. and Gong, H., 2018. Situated Gaming: The story of the past, present and future
in women's digital game world.
Consalvo, M. and Paul, C.A., 2018. 'If you are feeling bold, ask for $3': Value Crafting
and Indie Game Developers. Transactions of the Digital Games Research
Association, 4(2).
Gallagher, R., 2019. ‘The game becomes the mediator of all your
relationships’. European Journal of Life Writing, 8, pp.DM33-DM55.
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