Massively Multiplayer Online Video Gaming as Participation in a Discourse
By Constance Steinkuehler. 2006
326 citations recorded by the source corpus.
Subfields: Communication, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/d3f92d5b06f0413408ca1b3057cad0511accae3c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- James Paul Gee
- Dmitri Williams
- Troy D. Sadler
- Sasha A. Barab
- Daniel Thomas Hickey
- Steven Zuiker
- Conan Heiselt
- S. Thorne
In Sociology and Political Science
- Charles K. Kinzer
- Constance Steinkuehler
- Donald J. Leu
- James Paul Gee
- Julie Coiro
- Rebecca W. Black
- Dmitri Williams
- Troy D. Sadler
Citations in the corpus
- Game–like learning: An example of situated learning and implications for opportunity to learn (2008, background): “…interest during the last few years in the role that good video games and related types of simulations can play in learning inside and outside schools (e.g., Barab et al. 2005; Barab et al. in press; Gee 2003a, 2005; Jenkins and Squire 2004; Shaffer 2007; Squire 2005, 2006; Steinkuehler 2004, 2006).”
- Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006, background): “…the virtual world's diverse challenges (e.g., to barter virtual goods, to organize collaborations, to share information) but is the very fodder from which individuals create and maintain relationships of status and solidarity and, in part, in-game community and cultural norms (Steinkuehler, 2006b).”
- New Literacies: A Dual-Level Theory of the Changing Nature of Literacy, Instruction, and Assessment (2017, background): “Several people have noted that literacy practices and literacy-related learning activities occur within online game play (Gee, 2007a; Squire, 2008, 2011; Steinkuehler, 2006).”
- Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play (2007, methodology): “In particular, we leveraged the power of multiplayer online role playing games (Gee, 2003, Steinkuehler, 2006) to establish an interactive narrative and play context for learning about water quality.”
- Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009, background): “…economic, educational, and social choices that people make in the “real” world (e.g., Castronova, 2001, 2007; Lenhart et al., 2008; Squire & Steinkuehler, 2006; 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45…”