Researching Virtual Play Experiences

Researching Virtual Play Experiences

Author: Chris Bailey

Publisher: Springer Nature

Published: 2021-10-11

Total Pages: 393

ISBN-13: 3030786943

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This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fieldsite and the methodology, demonstrating how children’s creation of a digital community through Minecraft was shaped by the both the game and their wider social and cultural experiences. Through the exploration of various dimensions of the club, including visual and soundscape data, the author demonstrates the ‘emergent dimension of play’. It will be of interest and value to researchers of children’s play, as well as those who explore visual methods and design multimodal research outputs.


Research Anthology on Fandoms, Online Social Communities, and Pop Culture

Research Anthology on Fandoms, Online Social Communities, and Pop Culture

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2022-01-28

Total Pages: 444

ISBN-13: 1668445166

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The internet has grown to become one of the largest communication hubs in history. With its ability to share content and create community bonds, it has seen many fandoms and online social communities develop within the past decades. While there are some detriments to these communities, there are also many benefits and potential uses for the betterment of society. The Research Anthology on Fandoms, Online Social Communities, and Pop Culture explores the ways in which the internet has presented itself as a platform for communities to gather. This essential reference source discusses the engagement of these communities, social media use, and the uses of these communities for education. Covering topics such as digital communities, transmedia language learning, and digital humanities, this book is a vital tool for educators of K-12 and higher education, digital folklorists, sociologists, communications researchers, online administrators, community leaders, and academicians.


Handbook of Research on Transformative Online Education and Liberation: Models for Social Equality

Handbook of Research on Transformative Online Education and Liberation: Models for Social Equality

Author: Kurubacak, Gulsun

Publisher: IGI Global

Published: 2010-10-31

Total Pages: 594

ISBN-13: 1609600479

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"This book focuses on the societal, social, political, economic and philosophical perspectives of transformative models and how digital learning communities foster critical reflections and perspective change, building a better understanding on how online educators/designers/tutors/learners can talk about injustice and inequality to a virtual group"--Provided by publisher.


The Routledge Companion to Military Research Methods

The Routledge Companion to Military Research Methods

Author: Alison J. Williams

Publisher: Routledge

Published: 2016-04-28

Total Pages: 453

ISBN-13: 1317042581

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This new handbook is about the practices of conducting research on military issues. As an edited collection, it brings together an extensive group of authors from a range of disciplinary perspectives whose chapters engage with the conceptual, practical and political questions raised when doing military research. The book considers a wide range of questions around research about, on and with military organisations, personnel and activities, from diverse starting-points across the social sciences, arts and humanities. Each chapter in this volume: Describes the nature of the military research topic under scrutiny and explains what research practices were undertaken and why. Discusses the author's research activities, addressing the nature of their engagement with their subjects and explaining how the method or approach under scrutiny was distinctive because of the military context or subject of the research. Reflects on the author’s research experiences, and the specific, often unique, negotiations with the politics and practices of military institutions and military personnel before, during and after their research fieldwork. The book provides a focussed overview of methodological approaches to critical studies of military personnel and institutions, and processes and practices of militarisation and militarism. In particular, it engages with the growth in qualitative approaches to military research, particularly research carried out on military topics outside military research institutions. The handbook provides the reader with a comprehensive guide to how critical military research is being undertaken by social scientists and humanities scholars today, and sets out suggestions for future approaches to military research. This book will be of much interest to students of military studies, war and conflict studies, and research methods in general.


Research Methods for Studying Groups and Teams

Research Methods for Studying Groups and Teams

Author: Andrea Hollingshead

Publisher: Routledge

Published: 2012-05-22

Total Pages: 544

ISBN-13: 1136650431

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This volume provides an overview of the methodological issues and challenges inherent in the study of small groups from the perspective of seasoned researchers in communication, psychology and other fields in the behavioral and social sciences. It summarizes the current state of group methods in a format that is readable, insightful, and useful for both new and experienced group researchers. This collection of essays will inspire new and established researchers alike to look beyond their current methodological approaches, covering both traditional and new methods for studying groups and exploring the full range of groups in face-to-face and online settings. The volume will be an important addition to graduate study on group research and will be a valuable reference for established group researchers, consultants and other practitioners. The essays in this volume when considered as a whole will be a contemporary interdisciplinary integration on group research methods.


Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces

Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces

Author: Daniel P. O. Wiedemann

Publisher: BoD – Books on Demand

Published: 2021-01-03

Total Pages: 300

ISBN-13: 3752611405

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This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.


Game Research Methods: An Overview

Game Research Methods: An Overview

Author: Patri Lankoski

Publisher: Lulu.com

Published: 2015

Total Pages: 374

ISBN-13: 1312884738

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"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.


Conducting Qualitative Research of Learning in Online Spaces

Conducting Qualitative Research of Learning in Online Spaces

Author: Hannah R. Gerber

Publisher: SAGE Publications

Published: 2016-03-17

Total Pages: 210

ISBN-13: 1506335225

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Qualitative researchers have grappled with how online inquiry shifts research procedures such as gaining access to spaces, communicating with participants, and obtaining informed consent. Drawing on a multimethod approach, Conducting Qualitative Research of Learning in Online Spaces explores how to design and conduct diverse studies in online environments. The book focuses on formal and informal learning practices that occur in evolving online spaces. The text shows researchers how they can draw upon a variety of theoretical frameworks, methodological approaches, and data sources. Examples of qualitative research in online spaces, along with guiding questions, support readers at every phase of the research process.