
Overview
- Illustrates how children engage in virtual world play.
- Establishes a methodological approach, rhizomic ethnography.
- Examines how the creation of a digital community is influenced by both in-game factors and wider social and cultural experiences
Part of the book series: Digital Education and Learning (DEAL)
Access this book
Tax calculation will be finalised at checkout
Other ways to access
About this book
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fieldsite and the methodology, demonstrating how children’s creation of a digital community through Minecraft was shaped by the both the game and their wider social and cultural experiences. Through the exploration of various dimensions of the club, including visual and soundscape data, the author demonstrates the ‘emergent dimension of play’. It will be of interest and value to researchers of children’s play, as well as those who explore visual methods and design multimodal research outputs.
Similar content being viewed by others
Keywords
Table of contents (7 chapters)
Reviews
—Professor Jackie Marsh, University of Sheffield, UK
“Children, in Bailey’s research, display visceral, felt engagements with sheep, songs, and swords in Minecraft; what is more, he manages to give researchers ways to appreciate and navigate the art of visual research along the way…This is a deeply personal book that gives readers a strong sense of how virtual worlds give children room to think, feel, and extract from a life.”
—Professor Jennifer M K Rowsell, University of Bristol, UK
Authors and Affiliations
About the author
Chris Bailey is Senior Lecturer in Education at Sheffield Hallam University, UK. His award-winning research explores play, literacies, affective lived experience of space and place, and participatory methods in research and communication.
Bibliographic Information
Book Title: Researching Virtual Play Experiences
Book Subtitle: Visual Methods in Education Research
Authors: Chris Bailey
Series Title: Digital Education and Learning
DOI: https://doi.org/10.1007/978-3-030-78694-6
Publisher: Palgrave Macmillan Cham
eBook Packages: Education, Education (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
Hardcover ISBN: 978-3-030-78693-9Published: 12 October 2021
Softcover ISBN: 978-3-030-78696-0Published: 13 October 2022
eBook ISBN: 978-3-030-78694-6Published: 11 October 2021
Series ISSN: 2753-0744
Series E-ISSN: 2753-0752
Edition Number: 1
Number of Pages: XIX, 382
Number of Illustrations: 58 b/w illustrations, 100 illustrations in colour
Topics: Technology and Digital Education, Educational Technology, Learning & Instruction, Digital/New Media