Matching Items (3)
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Description
This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee

This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee & Gee, 2016; Holmes, Tran, & Gee, 2017).  DTALS serves to expand on other models which examine learning in out-of-school contexts, and in particular on the connections between classroom and out-of-school learning, which numerous scholars argue is of critical importance (Sefton-Green, 2004; Vadeboncoeur, Kady-Rachid, & Moghtader, 2014). This framework serves to build bridges as well as fill gaps in some key literature on learning in out-of-school contexts, including connected learning (Ito et al., 2009), participatory culture (Jenkins, Purushotma, Weigel, Clinton, & Robison, 2009), learning ecologies (Barron, 2006), and affinity spaces (Gee, 2004; Gee & Hayes, 2012). The model also focuses on teaching in addition to learning in and across informal contexts.

While DTALS can be used to examine any number of phenomena, this dissertation focuses on the community around Pokémon Go. The game, with its emphasis on geography and community, presents unique opportunities for research. This research draws on existing video game research which focuses on not only games but their communities, and in particular the learning and literacy activities which occur in these communities (Gee & Hayes, 2012; Hayes & Duncan, 2012; Squire, 2006; Steinkuehler, 2006).

The results here are presented as three separate manuscripts. Chapter Two takes a broad view of a local community of players, and discusses different player types and how they teach and learn around the game. Chapter Three focuses on families who play the game together, and in particular three focal parents who share their perceptions of the game's merits, especially its potential to promote family bonding and learning. Chapter Four discusses teaching, in particular guides written about the game and the ways in which they are situated in particular Discourses (Gee, 2014). Finally, Chapter Five offers implications from these three chapters, including implications for designers and researchers as well as calls for future research.
ContributorsTran, Kelly Michaela (Author) / Gee, Elisabeth R (Thesis advisor) / Gee, James P (Committee member) / Serafini, Frank (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Using an adapted Straussian Grounded Theory approach, and as a participant observer, data from members of a Facebook group made up of parents and caretakers of infants or children with Gastro Esophageal Reflux Disease (GERD) were collected and analyzed. During the first exploratory phase, 31 semi-structured interviews were conducted with

Using an adapted Straussian Grounded Theory approach, and as a participant observer, data from members of a Facebook group made up of parents and caretakers of infants or children with Gastro Esophageal Reflux Disease (GERD) were collected and analyzed. During the first exploratory phase, 31 semi-structured interviews were conducted with 25 theoretically sampled members of the group. During the second phase, 604 postings (original and comments) created by members of the online social media group, for one week, were analyzed. The study explored various dimensions of informal learning in this space. These included what learning strategies members used, what types of knowledge were encouraged and shared, how community within the group was characterized and its role in the learning space, what factors led members to join and share knowledge, and what patterns of participation existed in the group.

The findings revealed a core concept of a disconnect between group members and their medical community that drove participation in the online health-related social media group, as well as a substantive theory of learning to survive. A new framework for understanding online informal learning spaces in social media was developed and proposed. It was adapted from Wenger’s Community of Practice and Gee’s Affinity Spaces. Its key components include a disconnect; inherent learning processes; community and space characteristics; and types of knowledge that are encouraged and available. Findings also contributed to a better understanding of online information-seeking behaviors by introducing a new model of information-seeking within online social media groups. This model includes the stages of initiating, lurking, and browsing; requesting information; being guided by a highly knowledgeable member; reconciling; applying; and appraising. The model is a continuous cycle with entry and exit permitted at each stage based on the learner’s needs. In addition, this study’s findings demonstrate that social media spaces are a viable avenue for the transferring of experience-based knowledge.
ContributorsVargas Wright, Jenny (Author) / Savenye, Wilhelmina C. (Thesis advisor) / Archambault, Leanna (Thesis advisor) / Zuiker, Steven J. (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05