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dc.contributor.authorBennerstedt, Ulrika
dc.date.accessioned2013-05-08T09:30:21Z
dc.date.available2013-05-08T09:30:21Z
dc.date.issued2013-05-08
dc.identifier.isbn978-91-7346-742-1 (print)
dc.identifier.isbn978-91-7346-743-8 (pdf)
dc.identifier.issn0436-1121
dc.identifier.urihttp://hdl.handle.net/2077/32674
dc.description.abstractOn 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.sv
dc.language.isoengsv
dc.relation.ispartofseriesGothenburg studies in educational sciencessv
dc.relation.ispartofseries334sv
dc.relation.haspart1. 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/s11412-011-9136-6sv
dc.relation.haspart2. 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/s10606-010-9109-8sv
dc.subjectdigital gamessv
dc.subjectcollaborative gamingsv
dc.subjectgameplaysv
dc.subjectlearningsv
dc.subjectskillsv
dc.subjecttransfersv
dc.subjectcoordinated actionsv
dc.subjectprofessionalizationsv
dc.subjectgame educationsv
dc.subjectassessmentsv
dc.subjectinstitutionalizationsv
dc.subjectgaming literacysv
dc.subjectethnomethodologysv
dc.titleKnowledge at play. Studies of games as members’ matterssv
dc.typeText
dc.type.svepDoctoral thesiseng
dc.gup.mailulrika.bennerstedt@ped.gu.sesv
dc.gup.mailulrika.bennerstedt@edu.su.sesv
dc.type.degreeDoctor of Philosophysv
dc.gup.originGöteborgs universitet. Utbildningsvetenskapliga fakultetenswe
dc.gup.originUniversity of Gothenburg. Faculty of Educationeng
dc.gup.departmentDepartment of Education, Communication and Learning ; Institutionen för pedagogik, kommunikation och lärandesv
dc.gup.price212 kr
dc.gup.defenceplaceFredagen den 31 maj 2013, kl. 10.00, Sal BE015, Pedagogen hus Bsv
dc.gup.defencedate2013-05-31
dc.gup.dissdb-fakultetUF


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