Videogames, learning, and the social context : approaches to an ethnographic case study
Podleschny, Nicole (2009) Videogames, learning, and the social context : approaches to an ethnographic case study. Ejournalist, 9(1), pp. 71-80.
Focusing on the role-playing simulation game SCAPE (Sustainability, Community and Planning Education), this paper proposes that potential disparities between game design practice and the meaning-making process of the players need to be addressed in a wider ecology of learning. The cultural setting of the gameplay experience, and also the different levels of engagement of the players, can be seen to pose vital questions, which are in and of themselves objects of inquiry. This paper argues that ethnographic participant-observation, which is a recognized approach in game studies, allows taking the wider ecology of learning into account to explore the various relations that shape the gameplay.
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|Item Type:||Journal Article|
|Keywords:||Computer Game Studies, Learning, Ethnography|
|Subjects:||Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600) > Computer-Human Interaction (080602)|
|Divisions:||Past > Research Centres > Australasian CRC for Interaction Design (ACID)
Current > QUT Faculties and Divisions > Creative Industries Faculty
|Copyright Owner:||Copyright 2009 Central Queensland University, Faculty of Informatics and Communication and the Author|
|Deposited On:||16 May 2010 22:14|
|Last Modified:||21 May 2011 14:56|
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