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Dive into the research topics where Diane Carr is active.

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Featured researches published by Diane Carr.


Simulation & Gaming | 2005

Contexts, gaming pleasures, and gendered preferences

Diane Carr

In this article, the author explores computer gaming preferences of girls through observations of a games club at an all-girl state school in the United Kingdom. The author argues that gaming tastes are alterable and site specific. Gaming preferences certainly relate to the attributes of particular games, but they will also depend on the player’s recognition and knowledge of these attributes. Players accumulate these competencies according to the patterns of access and peer culture they encounter. The constituents of preference, such as access, are shaped by gender, and as a result, gaming preferences may manifest along gendered lines. It is not difficult to generate data, indicating that gendered tastes exist, but it is shortsighted to separate such outcomes from the various practices that contribute to their formation.


British Journal of Educational Technology | 2009

Learning in virtual worlds: Using communities of practice to explain how people learn from play

Martin Oliver; Diane Carr

Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically whatandhowpeoplelearnfromtheseenvironments.Thispaperaddressesthis issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger’s model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation.


In: Peachey, A. and Gillen, J. and Livingstone, D. and Smith-Robbins, S., (eds.) Researching Learning in Virtual Worlds. (pp. 17-31). Springer London: London. (2010) | 2010

Learning, Teaching and Ambiguity in Virtual Worlds

Diane Carr; Martin Oliver; Andrew Burn

What might online communities and informal learning practices teach us about virtual world pedagogy? In this chapter we describe a research project in which learning practices in online worlds such as World of Warcraft and Second LifeTM (SL) were investigated. Working within an action research framework, we employed a range of methods to investigate how members of online communities define the worlds they encounter, negotiate the terms of participation, and manage the incremental complexity of game worlds. The implications of such practices for online pedagogy were then explored through teaching in SL. SL eludes simple definitions. Users, or “residents”, of SL partake of a range of pleasures and activities – socialising, building, creating and exhibiting art, playing games, exploring, shopping, or running a business, for instance. We argue that the variable nature of SL gives rise to degrees of ambiguity. This ambiguity impacts on inworld social practices, and has significant implications for online teaching and learning.


digital games research association conference | 2005

Contexts, Pleasures and Preferences: Girls Playing Computer Games

Diane Carr

In this paper, issues of girls and their gaming preferences are explored through observations of computer games sessions at an all-girl state school. What emerged is that preferences are alterable, and site specific. Gaming selections relate to the attributes of particular games – but they also depend on a player’s recognition of these attributes and the pleasures they entail. Players accumulate these competencies according to the patterns of access and peer culture they encounter. Thus preferences are an assemblage, made up of past experiences, and subject to situation and context. The constituents of preference, such as access, are certainly shaped by gender. As a result, gaming preferences may manifest along gendered lines. It is not difficult to generate data indicating that gendered tastes exist, but it is short sighted to divorce these outcomes from the various practices that contribute to their formation.


Games and Culture | 2017

Methodology, Representation, and Games

Diane Carr

This article is about textual analysis, methodology, and representations (of bodies, identities and social groups) in digital games. The issues under consideration include textual analysis as procedure, the role of fragmentation in textual analysis, game ontology and the remit of textual analysis, and the role of the player-as-analyst in relation to subjectivity and embodied interpretation. These issues are discussed using a combination of game studies literature, film theory, and literary theory–and with reference to Deus Ex: Human Revolution (2011).


Archive | 2006

Computer Games: Text, Narrative and Play

Andrew Burn; David Buckingham; Diane Carr; Gareth Schott; John Thompson


Ofcom: London. | 2005

The media literacy of children and young people: a review of the research literature

David Buckingham; Shakuntala Banaji; Diane Carr; Sue Cranmer; Rebekah Willett


Media international Australia, incorporating culture and policy | 2004

Doing Game Studies: A Multi-method Approach to the Study of Textuality, Interactivity and Narrative Space

Diane Carr; Gareth Schott; Andrew Burn; David Buckingham


digital games research association conference | 2009

Textual Analysis, Digital Games, Zombies

Diane Carr


In: Zaphiris, P. and Ang, Chee Siang and Ang, C.S., (eds.) Social Computing and Virtual Communities. (pp. 205-222). Chapman and Hall (Taylor and Francis): London. (2009) | 2009

Second Life, Immersion and Learning

Diane Carr; Martin Oliver

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Shakuntala Banaji

London School of Economics and Political Science

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