Year: 2018
Type: conference-paper
Abstract: Over the past two decades, research has been undertaken into the different forms of social interaction observed between players engaged in virtual spaces, particularly in relation to online massively multiplayer role playing games such as World of Warcraft (Uz & Cagiltay, 2015; Chen, 2012). There appears to have been less consideration given to the processes by which multiple players regulate their collective activity (Panadero & Järvelä, 2015). Whilst there are many reasons why this has not been explored in the context of a digital game, other researchers are probably unsure what these regulatory processes would look like in a multiplayer game. To help address this challenge, this exploratory study was undertaken to adapt an established coding scheme developed that coded interactions in a primary school Science classroom (Grau & Whitebread, 2012), and apply it to an example of a multiplayer mode of play in Minecraft. This supported the identification of possible instances of virtual social regulation in a digital gaming context, explored possible limitations and begin a wider discussion of the strengths and limitations of using this coding scheme in virtual or online spaces.
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W2913614608
