Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: observations, interviews, videos, online tracking and chat data, and hundreds of hours of play in Whyville ourselves. One gaming practice — the throwing of projectiles and its social uses and nuances — became the focal point of our analyses. The discussions address the methodological challenges underlyin...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
Little is known concerning how young players learn to participate in various activities in virtual w...
Little is known concerning how young players learn to participate in various activities in virtual w...
In this study our goal is to conduct a connective ethnography that focuses on how gaming expertise...
Our work details the process by which a young gamer accesses information and social resources in gam...
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups ar...
This research examines the ingenious activity, relationships, and power dynamics that mediate learni...
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups ar...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Abstract Digital gameplay is enacted across many social platforms that can be described as affinity ...
Our work details the process by which a young gamer accesses information and social resources in gam...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
Little is known concerning how young players learn to participate in various activities in virtual w...
Little is known concerning how young players learn to participate in various activities in virtual w...
In this study our goal is to conduct a connective ethnography that focuses on how gaming expertise...
Our work details the process by which a young gamer accesses information and social resources in gam...
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups ar...
This research examines the ingenious activity, relationships, and power dynamics that mediate learni...
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups ar...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Abstract Digital gameplay is enacted across many social platforms that can be described as affinity ...
Our work details the process by which a young gamer accesses information and social resources in gam...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...