Playtime (stylized as PlayTime and also written as Play Time) is a 1967 comedy film directed by Jacques Tati. In the film, Tati again plays Monsieur Hulot, the popular character who had central roles in his earlier films Les Vacances de Monsieur Hulot (1953) and Mon Oncle (1958). However, Tati grew ambivalent towards playing Hulot as a recurring central role during production; he appears intermittently in Playtime, alternating between central and supporting roles.

Playtime is considered Tati's masterpiece and his most daring work. In 2022, Playtime was 23rd on the British Film Institute's critics' list and 41st in their directors' list of "Top 100 Greatest Films of All Time". The film was a financial failure upon release but is now widely regarded as one of the greatest films of all time.[citation needed]


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Playtime is set in a futuristic, hyperconsumerist Paris. The story is structured in six sequences, linked by two characters who repeatedly encounter one another over the course of a day: Barbara, a young American tourist visiting Paris with an American tourist group, and Monsieur Hulot, a befuddled Frenchman lost in the new modernity of Paris. The sequences are as follows:

On its original French release, Playtime was commercially unsuccessful, failing to earn back a significant portion of its production costs. The film was entered into the 6th Moscow International Film Festival, where it won a Silver Prize.[8]

Results were the same upon the film's eventual release in the United States in 1973 (even though it had finally been converted to a 35 mm format at the insistence of US distributors and edited down to 103 minutes). Though Vincent Canby of The New York Times called Playtime "Tati's most brilliant film", it was no more a commercial success in the US than in France. Debts incurred as a result of the film's cost overruns eventually forced Tati to file for bankruptcy.

Playtime is regarded as a great achievement by many critics. On the review aggregator website Rotten Tomatoes, the film holds an approval rating of 98% based on 54 reviews, with an average rating of 8.9/10. The website's critics consensus reads, "A remarkable achievement, Playtime packs every scene with sight gags and characters that both celebrates and satirizes the urbanization of modern life."[9]

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Congrats and welcome to the world of wireless earbuds. like others have said the earbuds themselves will be able to play music for 7 hours on a single charge (this number isnt set in stone and is more for average use case. if you play music louder or quieter you may see differences in the time you get per charge) then using the charging case which holds it own charge (kind of like a portable charger for the earbuds essentially) you can recharge the buds multiple times to end up with a total of 35 hours of music (not including the time to recharge the buds in between) until both the earbuds and the case are dead.

The second thing is that most times you can get about an hour or two depending on the buds from a 5 to 10 min charge. If this seems like something you will need to do, you can always pair that with an activity that you may do and not interrupt your play time. ( such as going to restroom, talking to a coworker or a few others).

For me, I usually only use one earbud at a time at work, so I can charge the other while I listen. That way I can get full 9 hours of use (when needed), knowing that each would contribute to that (6 hrs and 3 hrs for example).

As young players near the end of their play time, notifications will appear at the top of the screen to let them know when they should save and quit. Family managers can also set the system to automatically log out child family members once play time is over.

Please note, play time for offline child accounts only applies to the console on which they are set. Play time for online accounts will restrict a child on all connected PS5 consoles and PS4 consoles.

For children to really benefit from play, it is important for you as a parent to give your child time to play in a safe space. While children must be supervised, do so from a distance. Allowing children to use their imagination will be most beneficial for their development. Try letting the play take a natural course and see where it flows, redirecting only if needed.

Research has shown that excessive screen time is associated with pediatric obesity, poor sleep, and behavioral problems. The American Academy of Pediatrics recommends no more than two hours of screen time per day for children older than five, and one hour of high quality programming for children ages two to five. Children 18 to 24 months should have only parent-supervised quality programming, so the toddlers understand what they are viewing, and no digital media for babies less than 18 months.

Sometimes children may have too many scheduled activities. Between school, homework, lessons, and sports, children may not get enough free playtime. Being overscheduled can create an unhealthy amount of stress when there is little time to decompress and just let their minds relax and flow. This can lead to anxiety and even depression in children.

Wolfberg (1995) defines play as an activity that is pleasurable, intrinsically motivated, flexible, non-literal, voluntary, and involves active engagement. In contrast, children with autism spectrum disorders often engage in inflexible, repetitive play patterns and may not exhibit symbolic or pretend behavior. Individuals with this disorder tend to view the world as concrete and literal; consequently, they may have difficulty with abstract concepts and imaginative behavior. Children with autism spectrum disorders may also display deficits in sequencing and motor planning. As a result of these deficits, they may not develop play scripts or understand the scripts of other children. Play in children with autism spectrum disorders is often solitary. Several factors contribute to the lack of social play. First, individuals with autism have communication deficits. They may not understand the language or social cues of peers, or have the ability to express their feelings effectively with others. Second, children with autism spectrum disorders may not understand that others have their own unique thoughts and feelings. This lack of understanding limits reciprocity in relationships. Third, it is common for individuals with this disability to have restricted and unusual interests, so they may be resistant to explore new play themes with others. Finally, peers may exclude children with autism spectrum disorders or may not understand how to effectively engage them in play. In summary, factors inhibiting social play in children with autism spectrum disorders include the following: communication deficits; difficulty understanding the feelings of others; restricted and unusual interests; and peer exclusion.

Integrated play groups contain guides, expert players, and novice players. Guides are adults who have training in IPG and experience working with individuals with autism spectrum disorders. The play group guides use various methods of assessment to determine how to best coordinate play activities to maximize the social and cognitive development of the participants. The expert players are socially competent peers, and the novice players include children with autism spectrum disorders at any level of functioning. The groups are comprised of three to five children with a higher ratio of expert to novice players. The IPG model is based on the concept of guided participation. The guide adjusts the amount of support given during the play group sessions according to the needs of the children, and builds on the interests and abilities of the group members. Initially, the guide directs the play activity. As the children become more capable of creating play themes, initiating interactions and setting up play events, the guide fades support until no direct guidance is provided. Transitions are often challenging for children with autism. Consistency in schedule and routine are important components of the IPG model because they help participants anticipate future events. The same groups meet regularly in natural settings, two to three times a week for 30-60 minutes. Opening and closing rituals are utilized and visual cues provide additional support. Materials such as constructive and sociodramatic toys are selected to encourage interaction and imaginative play.

Wolfberg and Schuler (1993) examined the efficacy of the IPG model. The researchers were interested in determining if the model would increase the functional and symbolic use of objects and social play of individuals with autism. In addition, they investigated whether qualitative improvements in play skills would generalize to different settings. The researchers conducted three play groups in a public school setting for 30 minutes two times a week for four months. Each group contained two novice players and three expert players. Data were collected on three of the novice players with autism. The results indicated that all participants with autism engaged in a greater percentage of functional and symbolic toy use and social play after the IPG intervention. Parent and teacher interviews revealed that qualitative play improvements were evident in a variety of settings. This research is promising; however, the results are somewhat limited by the small sample size and lack of a control group. More research should be conducted on the IPG model.

Floor Time is child directed and adult supported. It provides an opportunity to transform perseverative play into more meaningful and developmentally beneficial behavior, and works to expand the play themes of children with autism spectrum disorders. At the same time, it is designed to help the child develop relationships with others. Floor Time involves five steps: 006ab0faaa

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