Technology at play: an ethnographic study of young people's video gaming practices

dc.contributor.authorSatwicz, Thomasen_US
dc.date.accessioned2009-10-06T18:10:49Z
dc.date.available2009-10-06T18:10:49Z
dc.date.issued2006en_US
dc.descriptionThesis (Ph. D.)--University of Washington, 2006.en_US
dc.description.abstractThis study is a close ethnographic analysis of a small number of children's video gaming practices. The gamer, as the unit of analysis, was followed as competencies in the game context developed over several months. Throughout the study the question was asked: What are gamers learning as they play? The study seeks to extend everyday cognition and informal learning research into an aspect of children's lives we know little about. This in turn helps us understand how children shape their own activities and interactions towards self directed learning. The analysis is based on an ecological or distributed perspective of cognition and learning. Video recordings of in-home game playing, field-notes, interviews with children and parents about their game playing, and a collection of resources children use in their activities are used to understand how children engage in this learning process. Findings from this study are then used to develop design recommendations for learning environments.en_US
dc.format.extentvi, 184 p.en_US
dc.identifier.otherb57706475en_US
dc.identifier.other85895708en_US
dc.identifier.otherThesis 56493en_US
dc.identifier.urihttp://hdl.handle.net/1773/7714
dc.language.isoen_USen_US
dc.rightsCopyright is held by the individual authors.en_US
dc.rights.urien_US
dc.subject.otherTheses--Educationen_US
dc.titleTechnology at play: an ethnographic study of young people's video gaming practicesen_US
dc.typeThesisen_US

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