Virtual worlds and online videogames for children and young people: promises and challenges

MERCHANT, Guy (2015). Virtual worlds and online videogames for children and young people: promises and challenges. In: GUZETTI, Barbara and LESLEY, Mellinee, (eds.) Handbook of research on the societal impact of social media. Handbook of Research on . Hershey, PA., IGI Global, 291-316.

WarningThere is a more recent version of this item available.
Full text not available from this repository.
Official URL:
Related URLs:


    Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of play and learning, and they are becoming a common feature in the lives of many children and young people. This chapter explores the issues that this sort of virtual play raises for researchers and educators, and the main themes that have emerged through empirical investigation. I focus on children and young people within the age range covered by compulsory schooling, providing illustrative examples of virtual environments that promote play and learning as a way of underlining some key areas of interest. Drawing on work from a range of theoretical and disciplinary perspectives the chapter emphasises how these environments have much in common with other imagined worlds and suggests that looking at the ways in which the virtual is embedded in everyday contexts for meaning making provides an important direction for future research.

    Item Type: Book Section
    Research Institute, Centre or Group - Does NOT include content added after October 2018: Sheffield Institute of Education
    Page Range: 291-316
    Depositing User: Guy Merchant
    Date Deposited: 24 Jun 2015 10:11
    Last Modified: 13 Jun 2017 13:30

    Available Versions of this Item

    Actions (login required)

    View Item View Item


    Downloads per month over past year

    View more statistics