Clicks and Bricks
Methods and Strategies for Measuring the Effects of Similar Virtual and Physical Activity
Bibliographic Data
| ID | 23697265 |
|---|---|
| Authors | Lillian C Spina‐Caza (corresponding author) |
| Year | 2013 |
| Pages | 519-546 |
| Publication date | 2013-12-02 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | CHAPTER |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/9781444361506.wbiems194 |
| OpenAlex | W1922804742 |
| ISBN | 9781444361506 |
| Language | EN |
| References cited | 29 |
The study of virtual play activity as it unfolds on the Internet, in video games, and with mobile technology use, is still in its nascent stages and is in and of itself experimental by nature. Thus, it is important that researchers begin to think about, question, and test new research methods – or extend traditional methods – for the purposes of understanding the effects new media are likely to have on human development. This chapter discusses two early observation studies of Internet and video game play that inspired a third, multimethod field experiment aimed at contributing a theoretical model for exploring the effects of moving activity from physical to virtual environments. All three provide strategies and methods for how the study of new media technology might benefit from a more elaborate research design.
Data science · Field (mathematics) · Human–computer interaction · Multimedia · New media · Test (biology) · The Internet · Video game · World Wide Web · Child Development and Digital Technology · Computer Science · Digital Games and Media · Impact of Technology on Adolescents
Good Video Games and Good Learning
From Barbie® to Mortal Kombat
Genetic Epistemology
Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior
What video games have to teach us about learning and literacy
Ways with Words
Girl Wide Web 2.0
Making games for social change
Play, Creativity and Digital Cultures
The Second Self
The Ecology of Human Development
Neopian economics of play
Children's Use of the Internet
Drawing Conclusions from New Media Research
Literacy Objects as Cultural Tools
Toward Critical Media Literacy
| Citation velocity | historical |
|---|---|
| Highly cited | No |