Being Peer Gynt: How students collaboratively make meaning of a digital game about a literature classic

Q1 Social Sciences
Magnus H Sandberg, Kenneth Silseth
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引用次数: 1

Abstract

Henrik Ibsen’s play Peer Gynt digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction during gameplay, we examine how students collaboratively make meaning of the computer game. This study employs a sociocultural and dialogic approach to meaning making. In the analysis, we draw on Gee’s theory on multiple player identities and see the dyads playing together as two real-world selves negotiating on creating one virtual self through a co-authorship of situated meaning in what Gee calls the projective stance. To better understand their cooperation in this undertaking, we also apply Goffman’s term activity frames. The analysis shows how the dyads approach the game in different ways by establishing frames in which they interpret, impersonate or recreate Peer, in order to make meaning of their gameplay.
成为佩尔·金特:学生如何通过合作来理解一款关于文学经典的数字游戏
亨里克·易卜生的戏剧《皮尔·金特》深入探讨了做自己意味着什么。即将推出的电脑游戏版本邀请玩家扮演同伴的角色,从而提出了关于身份和认同的新问题。通过记录玩游戏早期版本的学生,并分析他们在游戏过程中的互动,我们研究了学生如何合作地理解电脑游戏的意义。本研究采用社会文化和对话的方法进行意义建构。在分析中,我们借鉴了Gee关于多重玩家身份的理论,并将一起游戏的二人组视为两个现实世界的自我,通过Gee所谓的投射立场的共同创作来创造一个虚拟自我。为了更好地理解他们在这项工作中的合作,我们还应用了戈夫曼的术语活动框架。分析显示了二人组如何以不同的方式接近游戏,通过建立他们解释、模仿或重现同伴的框架,从而使他们的游戏玩法具有意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
E-Learning
E-Learning Social Sciences-Education
CiteScore
6.20
自引率
0.00%
发文量
0
期刊介绍: E-Learning and Digital Media is a peer-reviewed international journal directed towards the study and research of e-learning in its diverse aspects: pedagogical, curricular, sociological, economic, philosophical and political. This journal explores the ways that different disciplines and alternative approaches can shed light on the study of technically mediated education. Working at the intersection of theoretical psychology, sociology, history, politics and philosophy it poses new questions and offers new answers for research and practice related to digital technologies in education. The change of the title of the journal in 2010 from E-Learning to E-Learning and Digital Media is expressive of this new and emphatically interdisciplinary orientation, and also reflects the fact that technologically-mediated education needs to be located within the political economy and informational ecology of changing mediatic forms.
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