2011
DOI: 10.1177/1468798411401862
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Navigating discourses in place in the world of Webkinz

Abstract: Geosemiotics (Scollon and Scollon, 2003) frames this analysis of play, multimodal collaboration, and peer mediation as players navigate barriers to online connectivity in a children's social network and gaming site. A geosemiotic perspective enables examination of children's web play as discourses in place: fluidly converging and diverging interactions among four factors: 1) social actors, 2) interaction order, 3) visual semiotics, and 4) place semiotics. The video data are excerpted from an ethnographic study… Show more

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Cited by 27 publications
(27 citation statements)
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“…Learning in this particular class -whether or not it involved digital technologies -might be seen as inflected by a teleoaffective regime which valued sharing, caring and collaboration. As in Wohlwend et al's (2011) analysis of children's play in Webkinz in an after-school club, the children in the present study could to some extent be seen as operating as a community of practice; they found ways of 'being together' around virtual environments through watching others' screens and learning how to navigate and manage on-screen actions as they attempted to explore a virtual environment together. However, there appeared to be other nuances to how they played and worked alongside each other that were not accounted for by these models of learning and community and which seemed to suggest other dimensions of 'being together'.…”
mentioning
confidence: 81%
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“…Learning in this particular class -whether or not it involved digital technologies -might be seen as inflected by a teleoaffective regime which valued sharing, caring and collaboration. As in Wohlwend et al's (2011) analysis of children's play in Webkinz in an after-school club, the children in the present study could to some extent be seen as operating as a community of practice; they found ways of 'being together' around virtual environments through watching others' screens and learning how to navigate and manage on-screen actions as they attempted to explore a virtual environment together. However, there appeared to be other nuances to how they played and worked alongside each other that were not accounted for by these models of learning and community and which seemed to suggest other dimensions of 'being together'.…”
mentioning
confidence: 81%
“…Similarly, Wohlwend et al (2011) document how group leaders muted the sound when children were playing Webkinz during a school-based after-school club. This had implications for what children were able to do: while the quiet room was perhaps more 'school-like', children were unable to access the spoken instructions they needed to navigate the site.…”
Section: 'Being Together' In/around Digital Environmentsmentioning
confidence: 99%
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“…What forms of research (e.g., user studies, design visions)? Future efforts along these lines might try some alternate methodologies (e.g., discourse analysis [25]). …”
Section: Future Workmentioning
confidence: 99%