TY - JOUR
T1 - Video gaming as digital media, play, and family routine
T2 - implications for understanding video gaming and learning in family contexts
AU - Gee, Elisabeth
AU - Siyahhan, Sinem
AU - Cirell, Anna Montana
PY - 2016/7/20
Y1 - 2016/7/20
N2 - While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as digital media, (b) video gaming as play, and (c) video gaming as family routine. Each framework brings different issues related to learning into focus, and contributes new insights into the role gaming plays in the lives of children, adults, and families as a whole.
AB - While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as digital media, (b) video gaming as play, and (c) video gaming as family routine. Each framework brings different issues related to learning into focus, and contributes new insights into the role gaming plays in the lives of children, adults, and families as a whole.
KW - digital media
KW - families
KW - family routines
KW - play
KW - Video gaming
UR - http://www.scopus.com/inward/record.url?scp=84978696183&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84978696183&partnerID=8YFLogxK
U2 - 10.1080/17439884.2016.1205600
DO - 10.1080/17439884.2016.1205600
M3 - Article
AN - SCOPUS:84978696183
SN - 1743-9884
SP - 1
EP - 15
JO - Learning, Media and Technology
JF - Learning, Media and Technology
ER -