Childrens' Entertainment
Childrens’ Entertainment
Children’s Entertainment
Middle Ages (c.500-1500)
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During this period, children’s entertainment was often aligned with learning skills necessary for adulthood like sewing, farming or fighting.
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Toys were usually homemade, using materials such as wood, bone or cloth. Dolls, spinning tops and wooden animals were popular.
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Outdoor games like tag, hiding games, and a rudimentary form of cricket were common.
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Storytelling was a major form of entertainment, with children learning about moral values, religious teachings, and historical events through folktales and religious stories.
Early Modern Period (c.1500-1800)
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The first books specially made for children started to appear, such as hornbooks which were used to teach children how to read.
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More structured and formalized games began to emerge, reflecting advancements in societal and cultural norms.
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Puppet shows like Punch and Judy became popular, serving both as entertainment and moral instruction.
19th Century
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Growth of children’s literature, with notable authors like Lewis Carroll and Beatrix Potter, presenting children with imaginative worlds to explore.
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The Industrial Revolution brought mass-produced toys which became more readily available and diversified, including mechanical toys and trains.
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The concept of childhood as a distinct phase of life was recognised, leading to more focus being placed on children’s leisure and entertainment activities.
20th Century to Present
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The invention of radio, television, and later the internet massively impacted children’s entertainment.
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Popular franchises like the Harry Potter series embodied the growth of multi-media entertainment platforms, spanning books, films, games and merchandise.
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Video games have ushered in a new era of interactive entertainment, beginning with simple arcade games and evolving into complex online virtual realities.
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Access to entertainment has been transformed by handheld devices; younger generations now access music, games, films, and social media on smartphones and tablets.
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The growth of educational entertainment (known as edutainment) seeks to combine learning and fun, majorly impacting children’s television, games, and apps.
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Children’s participation in organized leisure activities, like sport clubs and music groups, has increased.