Synchronizing multi-perspectival data of children’s digital play at home

IF 1.3 4区 艺术学 0 ART
Jane Mavoa, Bjørn Nansen, M. Carter, M. Gibbs
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引用次数: 0

Abstract

ABSTRACT Studying digitally mediated play presents challenges in terms of how to view and record both the on-screen action and player’s bodies in physical space. Carrying out this research in a socially and technologically diverse range of family households poses further challenges, common to ethnographic media research in general. In this paper, we describe a method for generating richly detailed views of 6–8 year old children’s digital play with the game Minecraft, on a range of devices and in a range of household configurations. We explain the process undertaken in our own research, highlighting the need for flexibility and a collaborative approach between participants and researchers. We argue that collecting multi-perspectival recordings of digital play provides data that has the potential to greatly aid understanding of digital playworlds.
同步儿童在家数字游戏的多视角数据
摘要研究数字媒介游戏在如何在物理空间中观看和记录屏幕上的动作和玩家的身体方面提出了挑战。在社会和技术多样化的家庭中进行这项研究带来了进一步的挑战,这在民族志媒体研究中是常见的。在本文中,我们描述了一种在一系列设备和一系列家庭配置中生成6-8岁儿童使用游戏《我的世界》进行数字游戏的丰富详细视图的方法。我们解释了我们自己的研究过程,强调了参与者和研究人员之间灵活性和协作方法的必要性。我们认为,收集数字游戏的多视角记录提供的数据有可能极大地帮助理解数字游戏世界。
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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