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Connected Play Tweens in a Virtual World

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ISBN-10: 0262019930

ISBN-13: 9780262019934

Edition: 2013

Authors: Yasmin B. Kafai, Deborah A. Fields, Mizuko Ito

List price: $30.00
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Description:

Millions of children visit virtual worlds every day. In such virtual play spaces asHabbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, constructavatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai andDeborah Fields investigate what happens when kids play in virtual worlds, how this matters for theiroffline lives, and what this means for the design of educational opportunities in digital worlds.Play is fundamentally important for kids' development, but, Kafai and Fieldsargue, to understand play in virtual worlds, we need to connect concerns of development and culturewith those of digital media and learning. Kafai and Fields do…    
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Book details

List price: $30.00
Copyright year: 2013
Publisher: MIT Press
Publication date: 10/11/2013
Binding: Hardcover
Pages: 192
Size: 6.25" wide x 9.50" long x 1.00" tall
Weight: 1.034
Language: English

Yasmin Kafai is Professor of Learning Sciences at the University of Pennsylvania's Graduate School of Education. She is the coauthor of Connected Play: Tweens in a Virtual World and the lead editor of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, both published by the MIT Press, and The Computer Clubhouse: Constructionism and Creativity in Youth Communities.

Deborah A. Fields is Assistant Professor of Instructional Technology and Learning Sciences atUtah State University.

Daisuke Okabe is Lecturer at the Graduate School of Media and Governance, Keio University, Shonan Fujisawa Campus, Japan.Mizuko Ito is a cultural anthropologist who studies new media use, particularly among young people, in Japan and the United States, and a Professor in Residence at the University of California Humanities Research Institute.

Series Foreword
Foreword
Acknowledgments
Playgrounds for Millions
Digital Footprints
Identity Play
Social Play
Boundary Play
Science Play
Designing Connected Play
Future Play
Research Notes
Chapter Notes
References
Index