Connected Play: Tweens in a Virtual World (The John D. and by Yasmin B. Kafai,Deborah A. Fields,Mizuko Ito

By Yasmin B. Kafai,Deborah A. Fields,Mizuko Ito

Millions of youngsters stopover at digital worlds on a daily basis. In such digital play areas as Habbo lodge, Toontown, and Whyville, childrens chat with neighbors from institution, meet new humans, build avatars, and earn and spend digital forex. In Connected Play, Yasmin Kafai and Deborah Fields examine what occurs while young ones play in digital worlds, how this issues for his or her offline lives, and what this suggests for the layout of academic possibilities in electronic worlds. Play is essentially vital for children' improvement, yet, Kafai and Fields argue, to appreciate play in digital worlds, we have to attach matters of improvement and tradition with these of electronic media and studying. Kafai and Fields do that via a close research of children' play in Whyville, a huge, casual digital global with academic content material for tween avid gamers. Combining ethnographic money owed with research of logfile info, they current wealthy photographs and overviews of the way little ones discover ways to play in a electronic area, constructing definite technological expertise; how youngsters learn how to play good -- responsibly, respectfully, and correctly; and the way youngsters learn how to play creatively, developing content material that turns into part of the digital international itself.

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