MERCHANT, Guy (2015). Virtual worlds and online videogames for children and young people : promises and challenges. In: GUZZETTI, Barbara and MILLINEE, Lesley, (eds.) The handbook of research on the societal impact of social media. Advances in media, entertainment and the arts . Hersey, PA, IGI Global, 291-316. [Book Section]
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Virtual-Worlds-and-Online-Videogames-for-Children-and-Young-People_-Promises-and-Challenges.pdf - Published Version
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Abstract
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.
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Virtual worlds and online videogames for children and young people: promises and challenges. (deposited 24 Jun 2015 10:11)
- Virtual worlds and online videogames for children and young people : promises and challenges. (deposited 26 Jan 2016 11:18) [Currently Displayed]
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