Emily Mannard
Biographic Data
| ID | 1506210 |
|---|---|
| NAME | Emily Mannard |
| GIVEN NAMES | Emily |
| FAMILY NAME | Mannard |
| SIGNATURE | MANNARD E |
| AFFILIATIONS | McGill University |
| ORCID | 0000-0003-1734-6529 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Exploring One Colombian Adolescent's Diverse Literacies in his Rural Community
A deficit view of rural language learners' out-of-school literacy practices has permeated formal educational and language policy globally. Intergovernmental organizations like the Organisation for Economic Co-operation and Development, for instance, have often portrayed rural learners in Global South countries as having literacy deficits if their language skills are not in alignment with the practices valued in school contexts. These deficit repr…
How young adult videogames materialize senses of self through ludonarrative affects
This article contributes a novel mode of sociomaterial analysis that develops critical methodologies to analyze how videogames participate in the production of affect during gameplay. The authors report on a multi-year international study addressing representations of youth in Young Adult Videogames (YA Games), or games played through the perspective of an adolescent. Over 450 hours of gameplay, researchers used ludo-narratological concepts to cr…
Exploring One Colombian Adolescent's Diverse Literacies in his Rural Community
A deficit view of rural language learners' out-of-school literacy practices has permeated formal educational and language policy globally. Intergovernmental organizations like the Organisation for Economic Co-operation and Development, for instance, have often portrayed rural learners in Global South countries as having literacy deficits if their language skills are not in alignment with the practices valued in school contexts. These deficit repr…
How young adult videogames materialize senses of self through ludonarrative affects
This article contributes a novel mode of sociomaterial analysis that develops critical methodologies to analyze how videogames participate in the production of affect during gameplay. The authors report on a multi-year international study addressing representations of youth in Young Adult Videogames (YA Games), or games played through the perspective of an adolescent. Over 450 hours of gameplay, researchers used ludo-narratological concepts to cr…
Exploring One Colombian Adolescent's Diverse Literacies in his Rural Community
A deficit view of rural language learners' out-of-school literacy practices has permeated formal educational and language policy globally. Intergovernmental organizations like the Organisation for Economic Co-operation and Development, for instance, have often portrayed rural learners in Global South countries as having literacy deficits if their language skills are not in alignment with the practices valued in school contexts. These deficit repr…
Psychology (2 works) · Sociology (2 works) · Aesthetics (1 work) · Art (1 work) · Attunement (1 work) · Cognitive dissonance (1 work) · Communication (1 work) · Criticism (1 work) · Digital Games and Media (1 work) · Education in Rural Contexts (1 work)