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
Understanding computer mediated social experience: implications for CSCL
CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
Fostering scientific habits of mind in the context of online play
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Unpacking the potential of educational gaming: A new tool for gaming research
Simulation and Gaming
The librarian as video game player
The New Review of Information Networking
From e-learning to games-based e-learning: using interactive technologies in teaching an IS course
International Journal of Information Technology and Management
Wu's castle: teaching arrays and loops in a game
Proceedings of the 13th annual conference on Innovation and technology in computer science education
Implicit learning as a design strategy for learning games: Alert Hockey
Computers in Human Behavior
Learners, Technology and the Brain
USAB '08 Proceedings of the 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society on HCI and Usability for Education and Work
Research into Learning in an Intelligent Agent Augmented Multi-user Virtual Environment
WI-IAT '08 Proceedings of the 2008 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology - Volume 03
Time will tell: in-game social interactions that facilitate second language acquisition
Proceedings of the 4th International Conference on Foundations of Digital Games
Level up: a frame work for the design and evaluation of educational games
Proceedings of the 4th International Conference on Foundations of Digital Games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
ISA '09 Proceedings of the 3rd International Conference and Workshops on Advances in Information Security and Assurance
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
Massively multiplayer online games & education: an outline of research
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
The spellbound ones: illuminating everyday collaborative gaming practices in a MMORPG
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Social networking and education: emerging research within CSCL
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Interactive Game Based Learning: Advantages and Disadvantages
UAHCI '09 Proceedings of the 5th International Conference on Universal Access in Human-Computer Interaction. Part III: Applications and Services
Video Gaming for Blind Learners School Integration in Science Classes
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Usability of a multimodal videogame to improve navigation skills for blind children
Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
Computer Supported Cooperative Work
Real time research
Woodment: web-based collaborative multiplayer serious game
Transactions on edutainment IV
O3D-based game learning environments for cultural heritage online education
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Game based learning for computer science education
Computer Science Education Research Conference
Transferring an outcome-oriented learning architecture to an IT learning game
EC-TEL'11 Proceedings of the 6th European conference on Technology enhanced learning: towards ubiquitous learning
The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learning
Information and Management
WSEAS Transactions on Information Science and Applications
Information literacy and online reading comprehension: two interconnected practices
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Let me know when she stops talking: using games for learning without colonizing play
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Mixed methods to study games and learning
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Knowing, not doing: modalities of gameplay expertise in world of warcraft addons
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Virtual inequality: a woman's place in cyberspace
Proceedings of the International Conference on the Foundations of Digital Games
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Game mastering in collaborative multiplayer serious games
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Health games: taxonomy analysis and multiplayer design suggestions
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Teachers' implementation of a game-based biotechnology curriculum
Computers & Education
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Given their increasing domination of the entertainment industry and wide spread popularity among a wide range of populations, massively multiplayer online videogames (MMOGs) are quickly becoming the form of entertainment and a major mechanism of socialization. Researchers have taken notice, and educational MMOGs are now beginning to emerge; however, there is a paucity of research on the actual culture/cognition of MMOGameplay, despite its necessity for sound theory and viable design. This paper outlines an ongoing cognitive ethnography of a currently thriving MMOG. Using discourse analytic methods, this project is developing a "thick description" (Geertz, 1973) of naturally-occurring gameplay, paying particular attention to the forms of socially and materially distributed cognition that emerge, the learning mechanisms embedded within community practice, and the ways in which participation shapes and is shaped by the situated (on-and off-screen) identities of its members. After outlining the data collection and analysis methods used, I present an illustrative analysis of selected data and preliminary findings specific to learning within this new virtual space for play.