Connected Play: Tweens in a Virtual World

Connected Play: Tweens in a Virtual World
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联网游戏:虚拟世界中的补间

DOI:
10.7551/mitpress/9804.001.0001
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发表时间:
2013
期刊:
The Lancet. Infectious diseases
影响因子:
--
通讯作者:
D. Fields
D. Fields
中科院分区:
--
文献类型:
--
作者:
Y. Kafai;D. Fields

文献摘要

被引文献

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每天都有数百万儿童访问虚拟世界。在Habbo Hotel、Toontown和Whyville等虚拟游戏空间中,孩子们可以与学校的朋友聊天,结识新朋友,构建化身,赚取和使用虚拟货币。在《Connected Play》一书中,Yasmin Kafai和Deborah Fields研究了孩子们在虚拟世界中玩耍时会发生什么,这对他们的线下生活有何影响,以及这对数字世界中教育机会的设计意味着什么。游戏对孩子的发展至关重要,但是,Kafai和Fields认为,要理解虚拟世界中的游戏,我们需要将发展和文化的关注与数字媒体和学习的关注联系起来。Kafai和Fields通过详细研究Whyville中的儿童游戏来做到这一点,Whyville是一个大型的非正式虚拟世界,为青少年玩家提供教育内容。结合民族志帐户与日志文件数据的分析,他们提出了丰富的肖像和概述孩子们如何学习在数字领域玩,发展某些技术能力;孩子们如何学习玩得好-负责任,尊重,安全;以及孩子们如何学习创造性地玩,创造内容,成为虚拟世界本身的一部分。
Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well -- responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.