Collective Information Literacy in Massively Multiplayer Online Games
ARTICLE
Crystle Martin, Constance Steinkuehler
E-Learning and Digital Media Volume 7, Number 4, ISSN 2042-7530
Abstract
This article explores the forms of information literacy that arise in commercial entertainment games like "World of Warcraft." Using examples culled from eight months of online ethnographic data, the authors detail the forms of information literacy that arise as a regular part of in-game social interaction, emphasizing (ironically) the intellectual nature of such purportedly "barren" forms of play and highlighting the ways in which such practices help redefine the current model of what constitutes information literacy by bringing the collective and collaborative nature of such practices to the fore. Implications for future research are also discussed. (Contains 8 figures and 1 table.)
Citation
Martin, C. & Steinkuehler, C. (2010). Collective Information Literacy in Massively Multiplayer Online Games. E-Learning and Digital Media, 7(4), 355-365. Retrieved August 6, 2024 from https://www.learntechlib.org/p/51513/.
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Cited By
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Using Minecraft to Encourage Critical Engagement of Geography Concepts
Jonathan List, The University of Akron, United States; Brent Bryant, Northern Potter School District, United States
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 2384–2388
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Training by Gaming: Preparing Teachers of Today for Tomorrow’s Learning Environments
Peter G. Schrader, University of Nevada, Las Vegas, United States; Leanna M. Archambault, Arizona State University, United States; Conrad Oh-Young, University of Nevada, Las Vegas, United States
Journal of Technology and Teacher Education Vol. 19, No. 3 (October 2011) pp. 261–286
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