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Focusing on the experiences of primary school children in a year-long after-school club, the book explores their engagement with virtual world play, particularly through Minecraft. Utilizing a unique methodological approach called 'rhizomic ethnography,' it combines text and visuals to illustrate how the children's digital community was influenced by both the game and their broader social contexts. The author highlights the emergent nature of play and provides insights valuable for researchers interested in children's play, visual methods, and multimodal research outputs.
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Researching Virtual Play Experiences, Chris Bailey
- Idioma
- Publicado en
- 2021
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