In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives

Contributing Organization(s): MacArthur Foundation Digital Media and Learning Initiative, The


Author(s)/Creator(s): Reed Stevens; Tom Satwicz; Laurie McCarthy

Publishing Date: 2008-01-01

Issue Areas: Children and Youth; Media; Education and Literacy

Ownership/Rights Info: Copyright 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license.

Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning

The focus of this chapter is on how young people learn to play video games. We have approached this question ethnographically, studying young people playing in their own homes among friends and family. The primary data analyzed for the chapter are videorecordings of play from two perspectives -- in-game and in-room -- which we synchronized into a single side-by-side video record. By looking at in-room actions along with in-game actions, the chapter expands on a separate worlds view that holds video games as a world apart from the rest of kids' lives. Our case material shows instead how game play is quite tangled up with young people's lives, including relations with siblings and parents, patterns of learning at home and school, as well their own imagined futures. Our analysis also documents a remarkable diversity of what we call learning arrangements that young people create among themselves while playing together.

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Available at: http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.041


Intended Audience: Advocates; College/University Professors; General Public; Researchers; Teachers-middle school; Teachers-high school

Type/Format: Whitepaper

Language code: English

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