Minecraft and Super Mario as enacted in a preschool setting: Children's engagements with digital popular culture beyond player-interface-screen ecologies

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Název: Minecraft and Super Mario as enacted in a preschool setting: Children's engagements with digital popular culture beyond player-interface-screen ecologies
Autoři: Moberg, Emelie Elsa, 1978
Zdroj: Contemporary Issues in Early Childhood. 26(3):398-411
Témata: Minecraft, digital popular culture, play, preschool children
Popis: The present paper explores how the video games of Minecraft and Super Mario become enacted through children's play, material settings and toys in a Swedish preschool. Ethnographic methods, including participant observations and informal conversations, have been used and the empirical materials produced have been analyzed with methodological resources from Actor-Network Theory. The analysis focuses on how Minecraft and Super Mario become enacted through relations between children's bodies, physical movements as well as material interiors and exteriors of the preschool. Moreover, the analysis shows how multiple versions of the games of Minecraft and Super Mario become enacted in the preschool setting depending on what elements become active in a particular situation. On the whole, the findings of the paper question grand narratives on active and passive gameplaying children, featuring children and local settings as producers of digital popular culture.
Popis souboru: print
Přístupová URL adresa: https://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-226521
https://doi.org/10.1177/14639491231225225
Databáze: SwePub
Popis
Abstrakt:The present paper explores how the video games of Minecraft and Super Mario become enacted through children's play, material settings and toys in a Swedish preschool. Ethnographic methods, including participant observations and informal conversations, have been used and the empirical materials produced have been analyzed with methodological resources from Actor-Network Theory. The analysis focuses on how Minecraft and Super Mario become enacted through relations between children's bodies, physical movements as well as material interiors and exteriors of the preschool. Moreover, the analysis shows how multiple versions of the games of Minecraft and Super Mario become enacted in the preschool setting depending on what elements become active in a particular situation. On the whole, the findings of the paper question grand narratives on active and passive gameplaying children, featuring children and local settings as producers of digital popular culture.
ISSN:14639491
DOI:10.1177/14639491231225225