Unlike many games that provide quests with goals and tasks for players to accomplish alone or in collaboration, virtual worlds offer different activities and locations for players to choose from, engage in, and become competent in. Thus participation in virtual worlds that, like games often feature thousands of players, are more structured around player-generated content. The idea of participatory competencies thus provides a comprehensive framework to situate different practices creative, critical, social, ethical and technical that constitute players generative efforts in joining in and contributing to virtual worlds. In our case we were interested in how tweens in an after-school club negotiated participation in two very different virtua...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Much research has described the various practices of gaining access and participation in multi-user ...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...
Virtual worlds have become very popular and there have been some attempts to find the motivations an...
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning take...
In this chapter we study how one girl learned to participate in what was for her a new setting of pl...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
ABSTRACT This article argues that children in a particular virtual community are learning through th...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
In Confronting the Challenges of a Participatory Culture , Jenkins and colleagues (2006) outlined t...
Much research has described the various practices needed of gaining access and participation in mult...
Managing problematic interactions in online communities has been a challenge since the days of early...
This paper discusses virtual communities ’ formation and skill development through the process of pa...
Allowing young people to create computer games they will ultimately want to play not only offers key...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Much research has described the various practices of gaining access and participation in multi-user ...
Unlike many games that provide quests with goals and tasks for players to accomplish alone or in col...
Virtual worlds have become very popular and there have been some attempts to find the motivations an...
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning take...
In this chapter we study how one girl learned to participate in what was for her a new setting of pl...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
ABSTRACT This article argues that children in a particular virtual community are learning through th...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
In Confronting the Challenges of a Participatory Culture , Jenkins and colleagues (2006) outlined t...
Much research has described the various practices needed of gaining access and participation in mult...
Managing problematic interactions in online communities has been a challenge since the days of early...
This paper discusses virtual communities ’ formation and skill development through the process of pa...
Allowing young people to create computer games they will ultimately want to play not only offers key...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Much research has described the various practices of gaining access and participation in multi-user ...