2015
DOI: 10.1007/978-1-4471-6681-8_8
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Creative Collaboration in Young Digital Communities

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Cited by 2 publications
(2 citation statements)
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“…One participant also informed us that the form was reminiscent of a familiar character from a digital game. 4 When interviewed after the active phase of the workshops, after the creations were ready, most children were able to demonstrate the play patterns they envisioned to the first author through verbal utterances. However, when showing another child the possible play patterns associated with their play objects, most of the children used more specific movements (see Figures 7 and 8) and thus took a more embodied approach.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…One participant also informed us that the form was reminiscent of a familiar character from a digital game. 4 When interviewed after the active phase of the workshops, after the creations were ready, most children were able to demonstrate the play patterns they envisioned to the first author through verbal utterances. However, when showing another child the possible play patterns associated with their play objects, most of the children used more specific movements (see Figures 7 and 8) and thus took a more embodied approach.…”
Section: Resultsmentioning
confidence: 99%
“…For many players, the focus is on fun, entertainment, and pleasure, but the age of the ludic turn also manifests in game and toy-related skill-building, self-realization, and other forms of creative behavior. Lacasa et al expressed a similar notion when they wrote that "playing, imagining, and creating are indispensable activities that humans, young or old, have to learn in the 21st century" [4]. According to the literature [5], however, the importance of the material dimension of play is not diminishing, although Western culture is digitalizing and dematerializing in many ways [6].…”
Section: Introductionmentioning
confidence: 99%