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Contemporary Issues in Early Childhood | 2002

Electronic Exaggerations and Virtual Worries: Mapping Research of Computer Games Relevant to the Understanding of Children's Game Play

Jonas Linderoth; Annika Lantz-Andersson; Berner Lindström

There can be no doubt that computer games are artefacts with an increasing importance for our culture. Game design is one of the prime movers for the development of information technology and is leading the way for other sectors. Computer games have brought us cultural activities that were technically impossible before. We now have the possibility to manipulate and interact with people from all over the world in a virtual game space constituted of realistic photographic images. These new activities have created some uneasiness among educators, researchers, designers and parents who have raised a variety of arguments about the effects of computer games on childhood. Many have strong beliefs that the use of computer games can contribute to different aspects of childrens development. On the other hand, there is an even stronger anxiety that computer games have negative social and cognitive effects on children. Even though this means that there is a clear need for research on the issue of computer games as a part of contemporary childhood, academic study in this area has been divided, with fragments of knowledge scattered over a wide field of different discourses and traditions. In this article, the authors seek to summarise and discuss some of the studies and theoretical arguments about children and computer games. In order to do this, they outline and sketch some of the different empirical findings and research traditions that they find relevant for the understanding of computer games as a part of childhood. The purpose of this is to contribute with an overview that can be utilised as a resource for educators, parents, designers and others who deal with matters concerning children and computer games.


computer supported collaborative learning | 2012

How gamers manage aggression: Situating skills in collaborative computer games

Ulrika Bennerstedt; Jonas Ivarsson; Jonas Linderoth

In the discussion on what players learn from digital games, there are two major camps in clear opposition to each other. As one side picks up on negative elements found in games the other side focuses on positive aspects. While the agendas differ, the basic arguments still depart from a shared logic: that engagement in game-related activities fosters the development of behaviors that are transferred to situations beyond the game itself. With an approach informed by ethnomethodology, in this paper we probe the underlying logic connected to studies that argue for such general effects of games. By focusing on proficient gamers involved in the core game activity of boss encounters in a massively multiplayer online game, we examine the fundamentals that must be learnt and mastered for succeeding in an ordinary collaborative gaming practice where aggression is portrayed. On the basis of our empirical analysis we then address the contentious links between concrete instances of play and generic effects. As expected, the results point to “aggression” as well as “collaboration” as major components in the gaming experience, but our analysis also suggests that the practices associated with these notions are locally tied to the game. Based on these results, we propose that to reverse this relationship and claim that game environments foster collaboration or aggression in general first assumes strong theoretical claims about the nature of cognition and learning, and second, risks confusing the debate with hyperbole.


foundations of digital games | 2012

Monkey see, monkey do: an ecological approach to challenges in games

Jonas Linderoth

Games, whether they are digital games, tabletop games or sports, basically challenge two aspects of human nature: our ability to choose appropriate actions and our ability to perform appropriate actions. Expressed in theoretical terms games are constituted by exploratory and performatory challenges. I will claim that this distinction is the key to understanding the experience of playing a specific game and what kind of skills and knowledge the game demands of its player. In this talk I will build upon this claim in order to discuss the following themes: • Categories of games --One framework for digital games, tabletop games and sports. • The role of coaches -- Sharing the performatory and exploratory work. • Backseat gaming -- The pleasure of sitting next to a gamer. • The illusion of learning -- How digital games can give us an effortless sensation of accomplishment.


Instructional Science | 2009

What’s the problem? Meaning making and learning to do mathematical word problems in the context of digital tools

Annika Lantz-Andersson; Jonas Linderoth; Roger Säljö


digital games research association conference | 2007

This is not a door: An ecological approach to computer games

Jonas Linderoth; Ulrika Bennerstedt


computer supported collaborative learning | 2009

The spellbound ones: illuminating everyday collaborative gaming practices in a MMORPG

Ulrika Bennerstedt; Jonas Linderoth


Symbolic Interaction | 2012

The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs

Jonas Linderoth


Proceedings of DiGRA Nordic 2012 Conference: Local and Global: Games in Culture and Society | 2012

Should I stay or should I go Boundary maintaining mechanisms in Left 4 Dead 2

Jonas Linderoth; Staffan Björk; Camilla Olsson


digital games research association conference | 2011

Exploring Anonymity in Cooperative Board Games

Jonas Linderoth


digital games research association | 2013

Beyond the digital divide: An ecological approach to gameplay

Jonas Linderoth

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Camilla Olsson

University of Gothenburg

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Roger Säljö

University of Gothenburg

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Staffan Björk

University of Gothenburg

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Jonas Ivarsson

University of Gothenburg

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