Australian children are increasingly using the Internet to access virtual worlds, which are simulated environments embedded within gaming and social networking functions. Virtual worlds such as Minecraft have become popular platforms for primary school-aged children to explore and experiment with identity formation, and with interactive, collaborative and creative play. Whilst there appears to be many benefits in accessing such worlds, there are also some risks, which can have negative implications for young children. In addition, children also require digital competencies to play safely online and maximise the benefits provided by virtual worlds. This research investigates, through online and offline ethnography, how 5 to 12-year-old Austr...
Managing problematic interactions in online communities has been a challenge since the days of early...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
This research investigated play as a leading activity for children in a digitally-mediated environme...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
From March 2020 in Australia, the covid-19 pandemic resulted in regulations for social distancing, w...
Virtual worlds have become very popular and there have been some attempts to find the motivations an...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
This research focuses on the need for children to use online gaming technology and for educators to ...
Managing problematic interactions in online communities has been a challenge since the days of early...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
This research investigated play as a leading activity for children in a digitally-mediated environme...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
From March 2020 in Australia, the covid-19 pandemic resulted in regulations for social distancing, w...
Virtual worlds have become very popular and there have been some attempts to find the motivations an...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
This research focuses on the need for children to use online gaming technology and for educators to ...
Managing problematic interactions in online communities has been a challenge since the days of early...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...