Knowledge at play. Studies of games as members’ matters
Abstract
On a general level, this thesis seeks some answers to the broad question of what
one can learn from digital games. With an analytical approach informed by ethnomethodology, the main thrust of the work is an exploration of members’ matters
in the area of games and gaming. In response to prevailing discussions about how, where and what gamers learn, the aim is to examine emerging forms of knowledge embedded in practices in and around digital games. The first part of the thesis addresses three themes: the question of whether leisure gaming could be understood to have transfer effects; how games are positioned in a state of restlessness and multistableness; and how the domain encompassing gaming and game development
is advancing in terms of professionalization and institutionalization. The second part is comprised of three empirical studies based on two sets of video recordings: collaborative gaming in The Lord of the Rings Online, and assessment practices in game development education. The studies begin to unravel the elusive phenomena
of gaming by making some gameplay practices and conventions visible. For instance, the findings suggest that there are specialized coordination practices, developed
through long-term engagement with the online game. Furthermore, from the perspective of the institutional framing, it is argued that understandings from other media are not applicable in a straightforward manner, but must be carefully calibrated to matters such as game genre conventions and control over gameplay
conduct. By describing the reasoning and knowledge displayed by gamers and
game developers, the thesis contributes to interrelated discussions about knowledge
development, currently carried out in educational science, interaction studies and game studies. In conclusion, it is suggested that digital games are establishing autonomy from other forms of entertainment media and software industries as a
result of the ways games and gaming as multistable objects of knowledge have become
deeply embedded in society.
Parts of work
1. Bennerstedt, U., Ivarsson, J., & Linderoth, J. (2012). How gamers manage aggression: Situating skills in collaborative computer games.
International Journal of Computer-Supported Collaborative Learning, 7(1), 43-61. ::doi::10.1007/s11412-011-9136-6 2. Bennerstedt, U., & Ivarsson, J. (2010). Knowing the Way. Managing epistemic topologies in virtual game worlds. Computer Supported
Cooperative Work (CSCW). An International Journal, 19(2), 201-230.::doi::10.1007/s10606-010-9109-8
Degree
Doctor of Philosophy
University
Göteborgs universitet. Utbildningsvetenskapliga fakulteten
University of Gothenburg. Faculty of Education
Institution
Department of Education, Communication and Learning ; Institutionen för pedagogik, kommunikation och lärande
Disputation
Fredagen den 31 maj 2013, kl. 10.00, Sal BE015, Pedagogen hus B
Date of defence
2013-05-31
ulrika.bennerstedt@ped.gu.se
ulrika.bennerstedt@edu.su.se
Date
2013-05-08Author
Bennerstedt, Ulrika
Keywords
digital games
collaborative gaming
gameplay
learning
skill
transfer
coordinated action
professionalization
game education
assessment
institutionalization
gaming literacy
ethnomethodology
Publication type
Doctoral thesis
ISBN
978-91-7346-742-1 (print)
978-91-7346-743-8 (pdf)
ISSN
0436-1121
Series/Report no.
Gothenburg studies in educational sciences
334
Language
eng