Knowing and Throwing Mudballs, Hearts, Pies, and Flowers
A Connective Ethnography of Gaming Practices
Bibliographic Data
| ID | 2409423 |
|---|---|
| Authors | D A Fields (0000-0003-1627-9512, University of California, Los Angeles), Deborah A Field (0009-0006-8569-441X), Yasmin B Kafai (0000-0003-4018-0491, University of Pennsylvania, corresponding author) |
| Year | 2010 |
| Volume | 5 |
| Issue | 1 |
| Pages | 88-115 |
| Publication date | 2010-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412009351263 |
| OpenAlex | W313239 |
| Language | EN |
| Citations received | 5 |
| References cited | 33 |
Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: observations, interviews, videos, online tracking and chat data, and hundreds of hours of play in Whyville ourselves. One gaming practice - the throwing of projectiles and its social uses and nuances - became the focal point of our analyses. The discussions address the methodological challenges underlying the synthesis of diverse types of data that allowed us to follow youth across multiple spaces as well as initial insights into how this practice was used to negotiate relationships in multiple spaces through play
Club · Ethnography · Human–computer interaction · Linguistics · Metaverse · Negotiation · Online and offline · Pedagogy · Point (geometry · Social science · Social worlds · Sociology · Throwing · Tracking (education · Virtual reality · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology
Virtual Ethnography
Tracing the Everyday 'Sitings' of Adolescents on the Internet
The Discovery of Grounded Theory
Exclusion in Girls' Peer Groups
The Hidden Life of Girls
Play Between Worlds
Massively Multiplayer Online Video Gaming as Participation in a Discourse
Gaming at a LAN event
Who plays, how much, and why? Debunking the stereotypical gamer profile
L2 Literacy and the Design of the Self
Complicating contexts
Blacks Deserve Bodies Too
Coming of Age in Second Life
The Interpretation of Cultures
The Serious Side of Jump Rope
Situated Learning
Stealing From Grandma'' or Generating Cultural Knowledge
Your Second Selves
Building an MMO With Mass Appeal
Talk and Interaction Among Children and the Co-Construction of Peer Groups and Peer Culture
| Unique citing works | 5 |
|---|---|
| Citations per year | 0,29 |
| Citation span | 2009 - 2013 (5) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 5 |