Digitally augmented toys and games are traditional toys or game pieces equipped with sensing technology, computing power and communication capabilities. This allows designers to incorporate novel virtual elements previously only available in video games without compromising the tangible and social benefits of traditional play objects. Through this digital augmentation, play environments have the potential to support users by providing them with context-aware information and services and thus to enrich play experiences and facilitate playful learning. While play environments can benefit from the seamless merging of the virtual and the physical world via such technologies, designing and implementing augmented play environments can be rather onerous. In recent years, research on utilizing pervasive computing technologies for games and toys has focused on demonstrating what is technologically possible. However, this has typically fallen short of addressing the question of how to actually design augmented play objects and environments. Designers will not only be challenged by the integration of technology into traditional play environments, but also by the typically involved complexity and idiosyncrasies of the particular play scenario at hand. As a result, they must design and implement an infrastructure that will support a variety of potential play objects which inhabit the particular environment. Additionally, the users - many of whom are children - must be provided with adequate interfaces that empower them to configure and adapt the augmented play environment according to their personal preferences and requirements. This thesis addresses these challenges by examining different play scenarios and investigating how pervasive computing technologies can be used to support players, create more immersive environments and facilitate playful learning. The goal is to provide a framework to help system developers design and implement augmented play environments. To this end, both a process model and a set of design guidelines are proposed for two very contrasting types of play environments: toys and games. While the former category is characterized by a high degree of freedom, the latter one is determined by detailed and specific criteria (i.e., rules). Given these opposite categories, pervasive computing technologies can thus contribute in several ways: in the case of augmented game environments, the focus is on supporting players by providing them with context-aware information and relieving them of mundane tasks; augmented toy environments in comparison benefit from virtual content that can be added to embellish children's stories and to convey educational content in a playful way. The main contributions of this thesis are fourfold: First, we establish the theoretical groundwork for the digital augmentation of traditional play environments. For that, we analyze the vast field of existing forms of play, identifying games and toys as the two most distinct and interesting categories and elaborate on how pervasive computing technologies can be utilized to enrich traditional play environments. Second, the process of digitally augmenting play environments is described. The initial part of the process consists of a two-step analysis, a large extent of which focuses on technical challenges developers have to cope with. As a result, we propose a set of design guidelines that can significantly contribute to the success of the digital augmentation process. Subsequently, we present two prototypes - an augmented game environment and an augmented toy environment, to illustrate the practical application of the theoretical framework and demonstrate its feasibility. In concluding discussions we investigate the success of the digital augmentation of each play environment. Finally, we present the results of a user study we conducted to test the augmented toy environment. The goal was to assess our implementation in terms of technical requirements. Additionally, this user study gives insights into how children actually perceive such an environment as well as how suitable it is for storytelling and playful learning.