“Complete freedom of movement”: video games as gendered play spaces
From Barbie to Mortal Kombat
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 1
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 3
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In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple sources of information: observations, interviews, video recordings, online tracking and chat data, and hundreds of hours of play in the virtual environment of Whyville ourselves. By focusing on one particular type of insider knowledge, called teleporting, we traced youth learning in a variety of online and offline social contexts, both from friends in the club and outside members of Whyville. We elaborate on the unplanned social events that served as instigators for peaks in learning activity and the methodological challenges underlying the synthesis of diverse types of data that allowed us to follow youth across multiple spaces and times.