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How a popular entertainment genre on YouTube—Let's Play videos created by Minecraft players—offers opportunities for children to learn from their peers. Every day millions of children around the world watch video gameplay on YouTube in the form of a popular entertainment genre known as Let's Play videos. These videos, which present a player's gameplay and commentary, offer children opportunities for interaction and learning not available in traditional television viewing or solo video gameplay. In this book, Michael Dezuanni examines why Let's Play videos are so appealing to children, looking in particular at videos of Minecraft gameplay. He finds that a significant aspect of the popular...
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
Digital Participation through Social Living Labs connects two largely separate debates: On the one hand, high speed internet access and associated technologies are often heralded as a means to bring about not only connectivity, but also innovation, economic development, new jobs, and regional prosperity. On the other hand, community development research has established that access by itself is necessary but not sufficient to foster digital participation for the broadest possible range of individuals. Edited by leading scholars from the fields of education, youth studies, urban informatics, librarianship, communication technology, and digital media studies, this book is positioned as a link t...
Over the past forty years, media education research has emerged as a historical, epistemological and practical field of study. Shifts in the field—along with radical transformations in media technologies, aesthetic forms, ownership models, and audience participation practices—have driven the application of new concepts and theories across a range of both school and non-school settings. The Handbook on Media Education Research is a unique exploration of the complex set of practices, theories, and tools of media research. Featuring contributions from a diverse range of internationally recognized experts and practitioners, this timely volume discusses recent developments in the field in the...
How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes. We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call...
This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.
Over the past forty years, media education research has emerged as a historical, epistemological and practical field of study. Shifts in the field—along with radical transformations in media technologies, aesthetic forms, ownership models, and audience participation practices—have driven the application of new concepts and theories across a range of both school and non-school settings. The Handbook on Media Education Research is a unique exploration of the complex set of practices, theories, and tools of media research. Featuring contributions from a diverse range of internationally recognized experts and practitioners, this timely volume discusses recent developments in the field in the...
Media education in Asia is a relatively young, but rapidly developing part of the curriculum. Research has been conducted and papers have been written on various issues concerning media education in Asia. The dominant models of media education in the world are broadly Western and most are drawn from English-speaking countries. The question is whether a similar pattern exists in Asia, where there may be differences in culture, heritage, beliefs, values, education policy, as well as curriculum and pedagogy. Are educators in Asia following the Western model in developing and implementing media education, or are they devising their own models? With this question in mind, this book sets out to understand the prevailing perspectives regarding media education in various Asian societies. While most debates about media education are carried out in Western contexts, this book hopes to provide a platform for readers to examine this issue in an Asian context.
This edited volume examines what the classic text The Ethnography of Reading (Boyarin ed., 1993), and the diverse ethnographies of reading it helped inspire, can offer contemporary scholars interested in understanding the place of reading in social life. The Ethnography of Reading at Thirty brings together new research and critical reflections from an international and interdisciplinary group of scholars who have kept their ears tuned to the voices in and around the texts they encountered and constructed in the process of bringing the ethnography of reading into the twenty-first century. Rather than operating from universalist assumptions about how people interact with and make meaning from written texts, each of the present contributors draw in one way or another on the theoretical, methodological, and creative legacies of The Ethnography of Reading. Under the broad umbrella of ethnographic reader studies, they collectively explore new relations between texts, social imagination, and social action.