2021
DOI: 10.1080/17439884.2021.1901114
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Reflexivity, methodology and contexts in participatory digital media research: making games with Latin American youth in London

Abstract: In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school programme targeting Latin American migrants in London/UK. I will pay special attention to how my subjectivities influenced planning, data generation and analysis of thi… Show more

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Cited by 7 publications
(6 citation statements)
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“…Participants had 12 hours of activities to conceptualize and develop games using MissionMaker , software that allows designers to produce 3D videogames quickly through simplified programming logic and pre-made 3D assets (e.g. environments, props, characters) (de Paula, 2021). In both contexts, I was responsible for organizing the content, preparing and leading the sessions, and generating data that was later analysed.…”
Section: Methodsmentioning
confidence: 99%
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“…Participants had 12 hours of activities to conceptualize and develop games using MissionMaker , software that allows designers to produce 3D videogames quickly through simplified programming logic and pre-made 3D assets (e.g. environments, props, characters) (de Paula, 2021). In both contexts, I was responsible for organizing the content, preparing and leading the sessions, and generating data that was later analysed.…”
Section: Methodsmentioning
confidence: 99%
“…Moreover, in the same way as public discourses and debates are constitutive of what are perceived as 'proper' games (Consalvo and Paul, 2019), game-making experiences such as these can play a similar role. In this sense, it becomes important to reflect on how well-intentioned initiatives to include more people in game development can backfire, reifying the same exclusionary structures they aim to disrupt if they are not careful enough to support experimentations and transgressions (de Paula, 2021). In this particular case, Marta and Carla were able to work through the challenges to accommodate their ideas and available semiotic resources into their game, but this transductional issue could have culminated in a more negative outcome, with game-makers becoming frustrated about their options and abandoning their game.…”
Section: Carlamentioning
confidence: 99%
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“…They often offer complex scenarios and problem-solving tasks that require students to apply their knowledge in practice. This promotes critical thinking (consider different perspectives), decision-making, and problem-solving skills [8,34]. A study by Clark et al [9] found that students who used digital games in class had higher levels of active participation and interaction than students who did not play digital games.…”
Section: Learning Potential Of Digital Games and Game-based Learningmentioning
confidence: 99%
“…With the advancement of technology, it is essential to ensure that students have an adequate level of digital literacy (Andreani & Ying, 2019;De Paula, 2021). Engaging learning media can enhance students' interest and motivation in learning (Alamsyah et al, 2023).…”
Section: Problem Statementmentioning
confidence: 99%