Investigating the ''Why'' in Whypox
Casual and Systematic Explorations of a Virtual Epidemic
Bibliographic Data
| ID | 2409425 |
|---|---|
| Authors | Yasmin B Kafai (0000-0003-4018-0491, University of Pennsylvania, corresponding author), Maria Quintero (0000-0003-1615-930X, University of California, Los Angeles), David Feldon, David F Feldon (0000-0003-3268-5764, University of Virginia) |
| Year | 2010 |
| Volume | 5 |
| Issue | 1 |
| Pages | 116-135 |
| 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 | 10.1177/1555412009351265 |
| OpenAlex | W1989287462 |
| Language | EN |
| Citations received | 6 |
| References cited | 11 |
Learning scientists have created and used virtual worlds to support players' historical, scientific, and ecological inquiries. Much less explored has been the impact of community events on players' investigations in virtual worlds. The authors present here the case of a community event Whypox, a virtual epidemic whose annual outbreak in Whyville affects players' communication and appearance. The authors analyze the different levels of participation ranging from casual to systematic in which players searched out more information about the Whypox, participated in online discussions about its causes and investigated different scenarios with simulations. The discussion examines ethical concerns, the contributions of our findings for the design of such community events, and educational resources in virtual worlds to support informal learning
Casual · Citizen science · Event (particle physics · Human–computer interaction · Metaverse · Political science · Social science · Social worlds · Sociology · Virtual reality · Computer Science · Digital Games and Media · Innovative Teaching Methodologies in Social Sciences · Psychology · Wikis in Education and Collaboration
Digital Games, Design, and Learning
Teaching and learning about respiratory infectious diseases
Computational participation and the learner‐technology pairing in K‐12 STEM education
What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why
World of Whyville
Stealing From Grandma'' or Generating Cultural Knowledge
| Unique citing works | 6 |
|---|---|
| Citations per year | 0,38 |
| Citation span | 2010 - 2022 (13) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 6 |