Alexander Corbitt
Biographic Data
| ID | 174259 |
|---|---|
| NAME | Alexander Corbitt |
| GIVEN NAMES | Alexander |
| FAMILY NAME | Corbitt |
| SIGNATURE | CORBITT A |
| AFFILIATIONS | Boston College |
| ORCID | 0000-0002-3453-3214 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 10 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Situated speculation
This article presents a cross-case analysis of youths’ processes of composing civic futures. Our data was generated across two research sites—an out-of-school critical civic inquiry community of urban Indonesian American girls, and an online role-playing game community of white, suburban boys. Curious to trace how collaborative practices of civic meaning-making and dreaming were informed by youths’ situated contexts and knowledge, we ask: How did…
Relational Bleeding, Bending, and Diffraction
This article draws from a one‐year connective ethnographic study that examined Brazilian transnational children's composing practices on a digital gaming platform named Roblox. Building upon research on digital childhoods, transnational childhoods, and play, the authors thought with concepts of relational bleeding, bending, and diffraction to understand how participating children and parents constructed narratives and (re)configured relationships…
The Reader‐Player Interactivity Framework
Stories unfold across a varied landscape of mediums, including video games, tabletop games, interactive films, and traditional literary texts. As that landscape continues to diversify, educators and scholars face growing challenges conceptualizing reading in a way that captures the multifaceted, consequential ways that readers interact with and shape those stories. Building on New Literacy Studies, scholarship from games studies, and reader respo…
Liminal Play
Role‐playing games (RPGs) are storytelling activities that mediate co‐authorship through a variety of in‐game, out‐of‐game, and intertextual relationships. Liminal interactions sometimes occur during RPG play that blur these categories. To understand the purposes and processes of “liminal play,” this study analyzed data from a yearlong RPG program co‐facilitated by six teenage boys on Zoom. Thinking with three concepts from game studies and narra…
Locating critical play on Roblox
This connective ethnographic case study highlights how three Brazilian immigrant children (ages 6–8) engaged in critical play on an online gaming platform called Roblox. Specifically, we examine how participants navigated and interacted in a Roblox minigame titled, Brookhaven. Brookhaven is a type of virtual domestic role-play in which players perform aspects of daily life with avatars in a digital town. Thinking with theories of critical play, r…
Playing with identities
Speculative F(r)ictions
This case study examined how a 14-year-old youth and eighth-grade student named Kendra (pseudonym) mobilized restorying to (re)center her experiences in horror fiction. I asked how she conceptualized horror and monstrosity in a 6-week English language arts unit, and how she (re)centered her life experiences within horror fiction through restorying “The Price” by Neil Gaiman. Focusing on two forms of her restorying practices—counter-storytelling a…
Encountering unnatural E-literature
The emergence of e-literature – texts created on and for digital devices – has coincided with innovative, transgressive methods of storytelling. Pry, an iOS-based text, exemplifies e-literature’s potential to rethink traditional narrative conventions. Rather than depict the real-world as we experience it (i.e. mimesis), Pry features metaleptic elements (i.e. jarring transgressions across narrative levels) and unnatural temporality (i.e. nonlinear…
Sounding escape
This article draws on video data from a larger empirical project tracing how five adults learned to escape a series of complex multi-linear escape rooms. Zeroing in one room, The Author’s Enigma, it interrogates sound as a design feature and more-than-representational resource that co-produced play. Refracted through more conceptual and methodological conversations concerning the sonic, analyses highlight how sound mediated participant interactio…
Fabricating response
Building on sociocultural theories of literacy learning, in this article, we think at the intersection of reader response theory and multimodal literacies to examine how 13 preservice teachers in the course Teaching Social Sciences Through the Arts remediated responses to Francisco Jiménez’s The Circuit: Stories From the Life of a Migrant Child through additive manufacturing (i.e. 3D printing) and arts-integrated making. Through qualitative analy…
No prominent works on this page.
Encountering unnatural E-literature
The emergence of e-literature – texts created on and for digital devices – has coincided with innovative, transgressive methods of storytelling. Pry, an iOS-based text, exemplifies e-literature’s potential to rethink traditional narrative conventions. Rather than depict the real-world as we experience it (i.e. mimesis), Pry features metaleptic elements (i.e. jarring transgressions across narrative levels) and unnatural temporality (i.e. nonlinear…
Sounding escape
This article draws on video data from a larger empirical project tracing how five adults learned to escape a series of complex multi-linear escape rooms. Zeroing in one room, The Author’s Enigma, it interrogates sound as a design feature and more-than-representational resource that co-produced play. Refracted through more conceptual and methodological conversations concerning the sonic, analyses highlight how sound mediated participant interactio…
Fabricating response
Building on sociocultural theories of literacy learning, in this article, we think at the intersection of reader response theory and multimodal literacies to examine how 13 preservice teachers in the course Teaching Social Sciences Through the Arts remediated responses to Francisco Jiménez’s The Circuit: Stories From the Life of a Migrant Child through additive manufacturing (i.e. 3D printing) and arts-integrated making. Through qualitative analy…
Speculative F(r)ictions
This case study examined how a 14-year-old youth and eighth-grade student named Kendra (pseudonym) mobilized restorying to (re)center her experiences in horror fiction. I asked how she conceptualized horror and monstrosity in a 6-week English language arts unit, and how she (re)centered her life experiences within horror fiction through restorying “The Price” by Neil Gaiman. Focusing on two forms of her restorying practices—counter-storytelling a…
Locating critical play on Roblox
This connective ethnographic case study highlights how three Brazilian immigrant children (ages 6–8) engaged in critical play on an online gaming platform called Roblox. Specifically, we examine how participants navigated and interacted in a Roblox minigame titled, Brookhaven. Brookhaven is a type of virtual domestic role-play in which players perform aspects of daily life with avatars in a digital town. Thinking with theories of critical play, r…
Playing with identities
Liminal Play
Role‐playing games (RPGs) are storytelling activities that mediate co‐authorship through a variety of in‐game, out‐of‐game, and intertextual relationships. Liminal interactions sometimes occur during RPG play that blur these categories. To understand the purposes and processes of “liminal play,” this study analyzed data from a yearlong RPG program co‐facilitated by six teenage boys on Zoom. Thinking with three concepts from game studies and narra…
Situated speculation
This article presents a cross-case analysis of youths’ processes of composing civic futures. Our data was generated across two research sites—an out-of-school critical civic inquiry community of urban Indonesian American girls, and an online role-playing game community of white, suburban boys. Curious to trace how collaborative practices of civic meaning-making and dreaming were informed by youths’ situated contexts and knowledge, we ask: How did…
Relational Bleeding, Bending, and Diffraction
This article draws from a one‐year connective ethnographic study that examined Brazilian transnational children's composing practices on a digital gaming platform named Roblox. Building upon research on digital childhoods, transnational childhoods, and play, the authors thought with concepts of relational bleeding, bending, and diffraction to understand how participating children and parents constructed narratives and (re)configured relationships…
The Reader‐Player Interactivity Framework
Stories unfold across a varied landscape of mediums, including video games, tabletop games, interactive films, and traditional literary texts. As that landscape continues to diversify, educators and scholars face growing challenges conceptualizing reading in a way that captures the multifaceted, consequential ways that readers interact with and shape those stories. Building on New Literacy Studies, scholarship from games studies, and reader respo…
Sociology (7 works) · Digital Games and Media (5 works) · Literacy, Media, and Education (4 works) · Art (3 works) · Computer Science (3 works) · Digital Storytelling and Education (3 works) · Narrative (3 works) · Psychology (3 works) · Child Development and Digital Technology (2 works) · Epistemology (2 works)