2015
DOI: 10.1177/2042753014568176
|View full text |Cite
|
Sign up to set email alerts
|

‘Redstone is like electricity’: Children’s performative representations in and aroundMinecraft

Abstract: This article investigates 8-and 9-year-old girls' use of the popular game Minecraft at home and school, particularly the ways in which they performatively 'bring themselves into being' through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the girls undertake practices of curatorship to display their Minecraft knowledge through discussion of the game, both 'in world' and in face-to-face interactions, and as they assemble resource… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
30
0
9

Year Published

2016
2016
2020
2020

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 50 publications
(41 citation statements)
references
References 16 publications
0
30
0
9
Order By: Relevance
“…This is supported in recent work, where identity, learning and literacy are regarded as complex entities (Beavis et al, 2017). Girls have been shown to "bring themselves into being" through talk and producing digital content in Minecraft (Dezuanni, O'Mara, & Beavis, 2015). These findings reveal the complex relationships between identity, learning, authority and performativity, in the social processes of play (Dezuanni et al, 2015).…”
Section: Children's Experiences Of Participating In Digital Communitiesmentioning
confidence: 92%
“…This is supported in recent work, where identity, learning and literacy are regarded as complex entities (Beavis et al, 2017). Girls have been shown to "bring themselves into being" through talk and producing digital content in Minecraft (Dezuanni, O'Mara, & Beavis, 2015). These findings reveal the complex relationships between identity, learning, authority and performativity, in the social processes of play (Dezuanni et al, 2015).…”
Section: Children's Experiences Of Participating In Digital Communitiesmentioning
confidence: 92%
“…The Web 2.0 movement has greatly expanded the online space for social encounters, leading educators to explore social affordances on various social media platforms (Greenhow & Robelia, 2009;Lewis, Pea, & Rosen, 2010). Gaming environments and virtual worlds such as Civilization and Minecraft are also harnessed to support rich modalities of social learning (e.g., Dezuanni, O'Mara, & Beavis, 2015).…”
Section: Literature Review 21 Social Participation In Online Discussmentioning
confidence: 99%
“…Similarly, when investigating collaboration in Minecraft, Burnett and Bailey () acknowledged how improvisations included “affective intensities” (Leander & Boldt, , p. 36) as players interacted with material resources (e.g., objects) and immaterial resources (e.g., their memories). Further, highlighting the pleasure in being social in Minecraft, Dezuanni, O'Mara, and Beavis () featured data that also revealed fear, as one participant “hate[d] the skeletons and creepers…you never know when they're hiding” (p. 157). In other words, researchers already have begun to identify ways that Minecraft players are experiencing emotion connected to their game play and the game world.…”
Section: The “Mine” In Minecraftmentioning
confidence: 99%