Previous studies in youth learning have mostly examined practices that were bounded within a predetermined context. But learning is also a lifelong endeavor, in which the learners’ developmental trajectories may be continuously formulated, supported, and cumulative across multiple formal and informal contexts. In this paper, I make use of the concept of consequential transition to examine personalized and long-term learning among 24 “elite” gamers. I conducted in-depth interviews with each of these participants, and asked questions regarding their learning experiences growing up with video games. I identified a series of personally meaningful transitions that had taken place in their homes, in schools, and within communities. I found that l...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
Ethnomethodology is the analytical frame used here to recover embedded cultural discursive phenomena...
This paper explores the relationship between digital games and learning along the continuum from for...
Previous studies in youth learning have mostly examined practices that were bounded within a predete...
ABSTRACT In 2007, the authors ’ ethnographic research study of 11 adolescent gamers began in a respo...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this ...
For many teens of both genders in industrialized countries, video gaming is an integral part of thei...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
This research is based on the following research question: What are the pupils’ thoughts about their...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. T...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is ...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
Digital games and gamelike contexts have become an integral part of young people\u27s lives, and sch...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
Ethnomethodology is the analytical frame used here to recover embedded cultural discursive phenomena...
This paper explores the relationship between digital games and learning along the continuum from for...
Previous studies in youth learning have mostly examined practices that were bounded within a predete...
ABSTRACT In 2007, the authors ’ ethnographic research study of 11 adolescent gamers began in a respo...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this ...
For many teens of both genders in industrialized countries, video gaming is an integral part of thei...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
This research is based on the following research question: What are the pupils’ thoughts about their...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
In the last two decades digital games (DG) have acquired more and more relevance in everyday life. T...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is ...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
Digital games and gamelike contexts have become an integral part of young people\u27s lives, and sch...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
Ethnomethodology is the analytical frame used here to recover embedded cultural discursive phenomena...
This paper explores the relationship between digital games and learning along the continuum from for...