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Connected Play: Tweens in a Virtual World

October 1, 2013 | Media and Technology
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.

TEAM MEMBERS

  • Yasmin Kafai
    Author
    University of Pennsylvania
  • Deborah Fields
    Author
    Utah State University
  • Citation

    ISBN : 9780262019934
    Resource Type: Book
    Discipline: Computing and information science | Education and learning science | General STEM | Technology
    Audience: Middle School Children (11-13) | Youth/Teen (up to 17) | Educators/Teachers
    Environment Type: Media and Technology | Websites, Mobile Apps, and Online Media

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