Digital Sensations: Space, Identity, and Embodiment in Virtual Reality
Digital Sensations: Space, Identity, and Embodiment in Virtual Reality
Life Online: Researching Real Experience in Virtual Space
Life Online: Researching Real Experience in Virtual Space
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
The Soft Edge: A Natural History and Future of the Information Revolution
The Soft Edge: A Natural History and Future of the Information Revolution
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
The Power of Identity (The Information Age)
The Power of Identity (The Information Age)
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games
Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
I, avatar: the culture and consequences of having a second life
I, avatar: the culture and consequences of having a second life
Exodus to the Virtual World: How Online Fun Is Changing Reality
Exodus to the Virtual World: How Online Fun Is Changing Reality
The Conditions of Permeability: How Shared Cyberworlds Turn into Laboratories of Possible Worlds
CW '09 Proceedings of the 2009 International Conference on CyberWorlds
Unpacking self and socio dialectics within learners' interactive play
Computers & Education
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This paper examines the dialectics between living in offline and digitally-mediated worlds and how youth construct their identity and sense of self, negotiate meaning, and make sense of their social experiences. Situating the study within the context of the popular MMORPG, World of Warcraft WoW, the authors investigate the interplay between the everyday, situated lives of five digital youth gamers, aged 18 to 25, and their activities and 'lived practices' in WoW. Findings suggest a recurrent theme that challenges ascribed dichotomies between youth's presence in the offline and online world in terms of their identities in play, sense of embodiment, and orientation toward work, play, and the spirit of communitas within WoW. Exploration of such a phenomenon indicates a more intimately enmeshed and dialectically coupled experience of youths' in their contextual traversals, providing a fundamental conceptual understanding of the impact of youths' exodus to the virtual world and its implications for 21st century teaching and learning. The outcomes address theoretical challenges associated with the interpretation of 21st century literacy performances that may be characterized as a need to move away from static and linear narratives of development to a more divergent becoming of learners through the learning process.