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Virtual Worlds and Online Videogames for Children and Young People: Promises and Challenges

Virtual Worlds and Online Videogames for Children and Young People: Promises and Challenges
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Author(s): Guy Merchant (Sheffield Hallam University, UK)
Copyright: 2016
Pages: 26
Source title: Handbook of Research on the Societal Impact of Digital Media
Source Author(s)/Editor(s): Barbara Guzzetti (Arizona State University, USA)and Mellinee Lesley (Texas Tech University, USA)
DOI: 10.4018/978-1-4666-8310-5.ch012

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Abstract

Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of play and learning, and they are becoming a common feature in the lives of many children and young people. This chapter explores the issues that this sort of virtual play raises for researchers and educators, and the main themes that have emerged through empirical investigation. I focus on children and young people within the age range covered by compulsory schooling, providing illustrative examples of virtual environments that promote play and learning as a way of underlining some key areas of interest. Drawing on work from a range of theoretical and disciplinary perspectives the chapter emphasises how these environments have much in common with other imagined worlds and suggests that looking at the ways in which the virtual is embedded in everyday contexts for meaning making provides an important direction for future research.

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