The Work of Play
Meaning-Making in Videogames
©2011 Textbook 222 Pages
Series: New Literacies and Digital Epistemologies, Volume 48
Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of «serious games» dates back as early as the 1950s, but so far has failed to make a significant lasting impact on what goes on in education. The Work of Play is an attempt to describe such learning on the micro-level, capturing the moment-by-moment interactions between players and showing how meanings are shaped over time. It builds on anthropological methods, including ethnography and conversation analysis, to re-construct how situated learning occurs and how players’ perception of the game evolves as their experiences with the game change. This is a valuable book for researchers and for classroom use at the upper-division undergraduate and graduate levels.
- ISBN (PDF)
- ISBN (Softcover)
- ISBN (Hardcover)
- Publication date
- 2021 (September)
- the work of play serious games Videogames situated learning
- New York, Bern, Berlin, Bruxelles, Frankfurt am Main, Oxford, Wien, 2011. XII, 222 pp., num. ill.