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1 – 10 of over 2000Taylor M. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly M. Tran, Sinem Siyahhan and Elisabeth R. Gee
This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Abstract
Purpose
This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.
Design/methodology/approach
This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity.
Findings
This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study.
Originality/value
This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.
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Jeremy Bernier, Elisabeth R. Gee, Yuchan (Blanche) Gao, Luis E. Pérez Cortés and Taylor M. Kessner
The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three…
Abstract
Purpose
The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three partially complete games (broken games).
Design/methodology/approach
The data for this study consist of transcripts of five playfixing sessions with a total of 16 participants. Each session focused on one of three games. The authors used Winn’s (2009) design-play-experience framework to analyze features of each game that might relate to differences in design thinking. Next, the authors coded each playfixing session’s transcript to identify patterns of design thinking. Finally, these findings were used to make conjectures about how design features and flaws might encourage particular forms of design thinking.
Findings
The findings indicate how playfixing tabletop games with varied levels of complexity, playability and rule definition lead to different patterns of design thinking.
Originality/value
This is a first step toward understanding how the constraints associated with various elements of broken games might direct participants toward desired modes of design thinking and more broadly, contributes to the literature on the educational uses of game making.
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Lan Xia, Joyce (Feng) Wang and Fei Gao
Pets reflect the identity and moral values of their owners. The purpose of this study is to examine how pet owners’ political identity (liberal–conservative) influences the…
Abstract
Purpose
Pets reflect the identity and moral values of their owners. The purpose of this study is to examine how pet owners’ political identity (liberal–conservative) influences the relationship they forge with their pets as well as their purchase behaviors of pet-related products and services.
Design/methodology/approach
This study conducted two surveys of pet owners with different political identities and measured both their relationship with their pets and their purchase intentions of medical-related products and services as well as luxury accessories. Two secondary data sources were used to provide additional support.
Findings
This study shows that, on one hand, pet owners anthropomorphize their pets as if they were human equals. On the other hand, they consider themselves masters and emphasize control. The former aligns with the individualizing values endorsed by liberals, while the latter aligns with conservatives’ binding values. Reflecting their different values and owner-pet relationship characteristics, liberals and conservatives exhibit different purchase patterns. Liberals are more likely to buy medical-related products and services, while conservatives are more likely to buy branded luxury accessories for their pets.
Research limitations/implications
Both primary studies are survey-based and data are correlational in nature. In addition, the samples are limited to the USA. While research suggests that the liberal-conservative continuum is universal, additional research is needed to generalize the findings to other countries.
Practical implications
Understanding the owner-dog relationship in the context of political identity and the effect of these relationships on dog owners' purchases offer interesting managerial implications in terms of product offerings, retail assortment decisions of related products and pet product branding.
Originality/value
While dog ownership and related purchases are on the rise, research on owner-pet relationships is scant. This study provides theoretical contributions and implications by going beyond general relationship closeness and bringing in the role of owners’ (political) identity.
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Niloofar Solhjoo, Maja Krtalić and Anne Goulding
This paper introduces more-than-human perspective in information behaviour and information experience studies. The purpose of this paper is to contribute to understandings of the…
Abstract
Purpose
This paper introduces more-than-human perspective in information behaviour and information experience studies. The purpose of this paper is to contribute to understandings of the concept of multispecies families by exploring their significant dimensions related to information phenomena involving multiple contexts, situations, spaces, actors, species, and activities.
Design/methodology/approach
Based on previous research in human information behaviour and human-animal studies, our ideas around information experience of multispecies families are developed conceptually. The paper builds both on previous empirical findings about human information behaviour and the new domain of information experience.
Findings
The paper proposes a holistic approach both to information phenomena in everyday living with companion animals including embodied, affective, cognitive, social, digital, and objectual information that shapes pet care and management practices, and to the context of study, including work, domestic, and leisure aspects of multispecies family.
Originality/value
This study broadens our understanding of information phenomena in multispecies families, and so contributes to the field of information experience. It also provides insights for animal welfare scientists to help them understand the information behaviour of humans who are responsible for keeping and caring for animals.
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Anna R. Oliveri and Jeffrey Paul Carpenter
The purpose of this conceptual paper is to describe how the affinity space concept has been used to frame learning via social media, and call for and discuss a refresh of the…
Abstract
Purpose
The purpose of this conceptual paper is to describe how the affinity space concept has been used to frame learning via social media, and call for and discuss a refresh of the affinity space concept to accommodate changes in social media platforms and algorithms.
Design/methodology/approach
Guided by a sociocultural perspective, this paper reviews and discusses some ways the affinity space concept has been used to frame studies across various contexts, its benefits and disadvantages and how it has already evolved. It then calls for and describes a refresh of the affinity space concept.
Findings
Although conceptualized 20 years ago, the affinity space concept remains relevant to understanding social media use for learning. However, a refresh is needed to accommodate how platforms have changed, algorithms’ evolving role in social media participation and how these technologies influence users’ interactions and experiences. This paper offers three perspectives to expand the affinity space concept’s usefulness in an increasingly platformized and algorithmically mediated world.
Practical implications
This paper underscores the importance of algorithmic literacy for learners and educators, as well as regulations and guidance for social media platforms.
Originality/value
This conceptual paper revisits and updates a widely utilized conceptual framing with consideration for how social media platform design and algorithms impact interactions and shape user experiences.
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Cindy L Anderton and Elizabeth M King
This study aims to build on Gee’s (2003) earlier question exploring specifically the learning processes associated with broadening cultural empathy and exploring personal bias…
Abstract
Purpose
This study aims to build on Gee’s (2003) earlier question exploring specifically the learning processes associated with broadening cultural empathy and exploring personal bias through gameplay in the role-playing game, Oblivion.
Design/methodology/approach
Methodology for this case study (Stake, 1995) was informed by narrative (Reissman, 2001) methods that focused on collecting descriptions of the unique experiences of participants while being engaged in gameplay and their personal reflections synthesizing game-based engagement and course content. “Narrative research offers the possibility of exploring nuances and interrelationships among aspects of experience that the reader might better understand other related situations” (Josselson, p. 239). Our study focused on using narrative research methods to examine embodiment within the fictional world of the game as an experiential participatory-learning experience.
Findings
All participants indicated that the most salient learning experiences of the course was playing the game. The process participants underwent the experience of an event in the game and linked this gaming experience to their personal real-life reaction combined with emotions and thoughts. They then self-reflected on those reactions, which cumulatively contributed to self-reported increased self-awareness in the areas of personal bias, stereotypes, attitudes, values, beliefs and privilege. Three themes were identified from the data, namely, increase or variance in levels of self-awareness, navigating unfamiliar cultural systems and increased understanding and cognitive empathy for others. In addition, a fourth additional theme of embodiment and the value of embodiment were identified.
Research limitations/implications
Lacking in the findings were reports by participants regarding application of skills to different cultural populations. Future research will focus on how integration of application of skills can be facilitated using similar pedagogical practices. Because this study included a small number of participants who were counseling students in a master’s program, the applicability of the findings to other student populations is limited. Further research would need to determine whether or not the findings could be replicated with other types of students.
Practical implications
Embedding the intervention within the structure of a course appeared to provide a supportive and safe space for experiencing embodied selves, it also provided a mode for performing their future selves for and with colleagues experiencing similar situations. In this way, they were able to venture with and among their colleagues toward a fuller understanding of self, and particularly in conjunction to diverse populations. These features of the intervention appeared to work in concert together holistically affording a space where they could be vulnerable enough, open enough, to begin questioning their central thoughts and beliefs and increase their empathy for others who are different.
Social implications
Using the game of Oblivion allowed our students to have an embodied experience in a virtual space where they got to experience being in a completely different culture and experience culture shock. They had to make decisions that forced them to review their belief systems, go against their belief systems, or explore options that were against their belief systems in a safe way with no real-life repercussions. This embodied experience allowed our participants to engage in behaviors that none would dare to do in their real world and provided a comfort zone to explore taboo subjects.
Originality/value
Embedding the game within the curriculum encouraged participants to experience feelings of embodied empathy (Gee, 2010). Oblivion assisted in this process by providing participants the opportunity to gain entry into a unique designed world, a realistic but pseudo-cultural world replete with social and institutional structures both familiar and foreign to their real life. This appeared to provide a realistic manifestation of self, positioning participants toward experiencing embodied empathy for the designed scenarios in the game.
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The purpose of this paper is to pursue the themes of feminine identity, doubling and (in)visibility; first in terms of “signifyin(g)” as a cultural and literary strategy, and…
Abstract
Purpose
The purpose of this paper is to pursue the themes of feminine identity, doubling and (in)visibility; first in terms of “signifyin(g)” as a cultural and literary strategy, and second, in terms of quilting seen from the fiction of Alice Walker to the quilting of Gee's Bend. In the background, there plays the relationship between art and commodification.
Design/methodology/approach
The paper examines “commodification” and “doubling” in the case of the Gee's Bend quilt makers. The quilts foreshadow the modernist aesthetic and are of the highest aesthetic quality. They were made in a traditional rural society by very poor uneducated black women. The quilts were not made to be sold, but were dedicated to familial remembrance and to immediate aesthetic pleasure.
Findings
Commodification doubles self and work, life and object, uniqueness and standardization, art and management. For the artist, the unicity, beauty, inspiration and creativity of art is doubled in the sale, marketing, display, distribution and mass production of “art works.” Making art is intimate, personal and individual; selling art requires public display, pleasing the all‐important customer(s) and dealing with many sorts of in‐betweens. What “commodification” is on the artist/art work level, is “doubling” on the I/me, self/persona, private/public, and in‐group/out‐group level.
Originality/value
The author proposes, from the example of quilt‐making, a wide‐ranging interrogation: “Is escape from commodification possible?”
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The purpose of this paper is to discuss an assignment using videogames to demonstrate theories from in-class readings. Game-like learning principles (Gee, 2007), collaborative…
Abstract
Purpose
The purpose of this paper is to discuss an assignment using videogames to demonstrate theories from in-class readings. Game-like learning principles (Gee, 2007), collaborative learning in games (Echeverria et al., 2011) and gamification (Sheldon, 2012) are just a few examples of the discussion areas in videogames and education research. But as Rice (2014) finds, there are few available lesson-plans and examples of everyday classroom use of popular videogames.
Design/methodology/approach
In response to this need, this paper discusses classroom use of free popular videogames as cultural artifact examples for course content discussions in a Videogames and Literacies Junior Writing Course offered within an English department.
Findings
This paper describes the assignment and learning goals, specifically discussing the first iteration and subsequent changes made to aid students in their presentations and learning. Included in this paper are discussions of technology affordances within the classroom space, student reactions and student successes and failures with games. This assignment asks students to find a videogame example to use as demonstrations of the course material as they lead class discussion.
Originality/value
Asking students to use videogames and game play to engage course content also engages students in higher-order cognitive thinking about play and game mechanics, helps students analyze course material and develops presentation skills using videogames to discuss course material. In examining videogames as more than just entertainment, students see games as learning tools with ways of teaching culture, teaching learning and testing learning.
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Of all the speakers today, I think I have the easiest task, since I have to set the stage for justifying information services faced with the widespread problems with which you…
Abstract
Of all the speakers today, I think I have the easiest task, since I have to set the stage for justifying information services faced with the widespread problems with which you must be familiar—otherwise you would not be here. It is not for me to conjure up the ideal system, the short or long‐term solution, or the methods which will overcome the sometimes intangible problems. It is merely for me to state some typical problems as a framework for the thoughts of the day. I cannot even promise to mention them all, and hope your discussion will correct my omissions.
Commodification doubles self and work, life and object, uniqueness and standardization and art and management. For the artist, the unicity, beauty, inspiration and creativity of…
Abstract
Purpose
Commodification doubles self and work, life and object, uniqueness and standardization and art and management. For the artist, the unicity, beauty, inspiration and creativity of art is doubled in the sale, marketing, display, distribution and mass production of “art works”. Making art is intimate, personal and individual; selling art requires public display, pleasing the all important customer(s) and dealing with many sorts of in-betweens. What commodification is on the artist/art work level is doubling on the I/me, self/persona, private/public and in-group/out-group level. This paper aims to examine the commodification and doubling in the case of the Gee’s Bend quilt makers. The quilts foreshadowed the modernist aesthetic and are of the highest aesthetic quality. But, they were made in a traditional rural society by very poor, uneducated black women. The quilts were not made to be sold but were dedicated to familial remembrance and to immediate aesthetic pleasure. But now that they are on display: is escape from commodification possible?
Design/methodology/approach
Reprint for special issue.
Findings
Doubling, in the original article below, was tendentious but artistically and politically to be overcome; doubling currently seems much more ominous, omnipresent and out of control. Signifyin(g) has become bomb throwing. Present day doubling apparently produces terror and not just commodification.
Originality/value
Invited for publication.
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