This qualitative study seeks to explore and illuminate the lived experience of a group of ten and eleven year-old children, playing in and around the popular multiplayer, sandbox videogame, Minecraft, during a year-long after-school club. Drawing on the work of Deleuze and Guattari (1987) the research employs a playful and emergent methodology, referred to as ‘rhizomic ethnography’, which provides a suite of approaches as a means of exploring the complexity of the social world. This poststructuralist study also builds upon existing research around play, New Literacy Studies, new literacies, space and place, multimodality, multiliteracies and virtual worlds. The accounts that constitute this thesis draw from a pool of rich and varied data...
The growth of interest in virtual worlds and other online spaces for children and young people raise...
New sociomaterial and performative directions in literacy research on digital technologies and play ...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
Minecraft has impacted the lives of children and adolescents for years, and continues to do so. This...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
This qualitative study looks at children’s social play behaviours during online Minecraft play, focu...
Recent work around the use of virtual world video games in educational contexts has conceptualised l...
In this article, we investigate eight and nine year old girls’ school and home use of the popular ga...
Situated in complexity theory this thesis covers the broad area of creativity re-conceptualise creat...
This article demonstrates the power of employing alternative, interpretative analysis techniques in...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
This compilation thesis contributes with knowledge on children’s (8–12 years of age) out-of-school p...
The growth of interest in virtual worlds and other online spaces for children and young people raise...
New sociomaterial and performative directions in literacy research on digital technologies and play ...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
Minecraft has impacted the lives of children and adolescents for years, and continues to do so. This...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
This qualitative study looks at children’s social play behaviours during online Minecraft play, focu...
Recent work around the use of virtual world video games in educational contexts has conceptualised l...
In this article, we investigate eight and nine year old girls’ school and home use of the popular ga...
Situated in complexity theory this thesis covers the broad area of creativity re-conceptualise creat...
This article demonstrates the power of employing alternative, interpretative analysis techniques in...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
This compilation thesis contributes with knowledge on children’s (8–12 years of age) out-of-school p...
The growth of interest in virtual worlds and other online spaces for children and young people raise...
New sociomaterial and performative directions in literacy research on digital technologies and play ...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...