This article contributes to research on the felt-experience of new media. It describes how the body’s corporal capacities are augmented through one 12-year-old boy’s play of the video game, Minecraft, while hospitalized. Expanding player-centric perspectives of video gameplay, the authors leverage work on place-events to develop an intra-actional methodology aligned with their relational materialist analysis. Their analysis illuminates how multiple human and nonhuman bodies become entangled in gameplace-events and potentially generate affective atmospheres. Analysis shows how these atmospheres reverberate and adhere within social space, revealing experiences of new media as less a one-to-one transaction between player and game and more an affective experience felt across multiple bodies and temporalities. Implications, suggesting both how intimate atmospheres developed during gameplay and how those atmospheres (re)shaped care in the hospital, point toward new media’s potential to engage users in uniquely meaningful felt-experiences made visible—and felt—through methods of intra-action and relational materialism.
Representational logic cannot account for the entanglements of all that matters in making new media: feeling bodies, vibrant matter, feeling bodies and vibrant matter all moving and at different rates. In the currently shifting communicative landscape, where mobile technologies are the primary means for youths' digital production, all this movement, all this moving matter, is integral to generating fuller, more (than) human expressions of youths' new media making. This article therefore develops a non-representational theory of new media making through an intra-action analysis of five adolescents making a digital book trailer while moving within and across three locations. As guiding poststructural methodology, intra-action analysis attuned the authors to moments when bodies-materials-place became perceptibly entangled in the drawing of boundaries and exclusions. Analysis expresses how emergent (re)shapings of boundaries and exclusions across production settings were concurrent with a process of privileging text-based/media-based ideas and thereby various students' becoming agencies and capacities to act as new media makers. The article concludes arguing that poststructural attention to literacy in the making matters as an ethical imperative for researchers and educators. Literacy in the making enacts boundaries and exclusions that participate in ongoing discursive-material practices, which have potential to produce histories differently in as yet unimagined futures.
In this article, we analyze the production of learner-generated playgrids. Playgrids are produced when learners knit together social media tools to participate across settings and scales, accomplish their goals, pursue interests, and make their learning more enjoyable and personally meaningful. Through case study methodology we examine how two platforms -Slack and Hypothesis -enabled learners to curate and participate among their own digital resources and pathways for learning. We contend that both theoretical and pedagogical development is necessary to support adult learners as they curate tools and pathways based upon their contingent needs and goals, and that the concept of playgrids does so by usefully connecting less formal social media practice with more formal professional learning across various settings and scales.In the end, we demonstrate the importance of honoring learners' desire to connect their completion of formal course activities with their less formal social media practices; both sets of practices need not be in conflict and may be complementary.
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