Videogames, learning, and the social context : approaches to an ethnographic case study


Autoria(s): Podleschny, Nicole
Data(s)

2009

Resumo

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.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/32261/

Publicador

Central Queensland University, Faculty of Informatics and Communication

Relação

http://eprints.qut.edu.au/32261/1/c32261.pdf

http://ejournalist.com.au/v9n1/Podleschny.pdf

Podleschny, Nicole (2009) Videogames, learning, and the social context : approaches to an ethnographic case study. Ejournalist, 9(1), pp. 71-80.

Direitos

Copyright 2009 Central Queensland University, Faculty of Informatics and Communication and the Author

Fonte

Australasian CRC for Interaction Design (ACID); Creative Industries Faculty

Palavras-Chave #080602 Computer-Human Interaction #Computer Game Studies #Learning #Ethnography
Tipo

Journal Article