Massively Multiplayer Online Video Gaming as Participation in a Discourse

  title={Massively Multiplayer Online Video Gaming as Participation in a Discourse},
  author={Constance Steinkuehler},
  journal={Mind, Culture, and Activity},
  pages={38 - 52}
This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the way we sometimes treat language in studies of activity, despite calls for more nuanced analyses (e.g., Wells, 2002), as a mere conduit for information… 
Massively Multiplayer Online Gaming as a Constellation of Literacy Practices
The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but
Massively multiplayer online games & education: an outline of research
This essay concludes with a reflection on the multiple relationships between games and education, highlighting the potential for such technologies to transform not only the means of education but also perhaps the goals.
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
Examination of massively multiplayer online games in terms of social engagement finds that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new ‘‘third place’’ for informal sociability.
Cognition and Literacy in Massively Multiplayer Online Games
2 For the current youth generation, the Internet has always existed. Online technologies have profoundly contributed to a dramatic techocultural shift in contemporary society, transforming how we
Why Game (Culture) Studies Now?
Games are an extremely valuable context for the study of cognition as inter(action) in the social and material world. They provide a representational trace of both individual and collective activity
The spellbound ones: illuminating everyday collaborative gaming practices in a MMORPG
Investigation in a Multiplayer Online Role-Playing Game (MMORPG) investigates gamers' practices in order to expose their everyday gaming activities and knowledge domains and highlights that gamers of MMORPGs are hands-on experts in handling a game interface.
Massively Multiplayer Online Role-Playing Games As Constructivist Learning Environments
This study will inquire into potential applications for MMORPGs as constructivist learning environments in formal K12 education, and to understand related benefits and drawbacks, and focuses on ways in which MM MMOs can be used to effect positive social change.
Playing in Drag: A Study on Gender In Virtual and Non-Virtual Gaming
This project explores hybrid avatar identities and gender through an analysis of how players navigate gender in games that are popularly considered to be “for girls only” or “for men only”. It also
Video games in the literacy classroom
This aim of this paper is to outline the theoretical perspectives that will shape my upcoming research into the critical study of video games in the English classroom. It will begin by highlighting
Productive Gaming and the Case for Historiographic Game-Play
This chapter examines the potential of video games as a learning tool given their productive capacity for content creation and dissemination. Based on the findings from a longitudinal, two-year


Learning in Massively Multiplayer Online Games
This paper outlines an ongoing cognitive ethnography of a currently thriving MMOG, paying particular attention to the forms of socially and materially distributed cognition that emerge, the learning mechanisms embedded within community practice, and the ways in which participation shapes and is shaped by the situated (on-and off-screen) identities of its members.
Constructions and reconstructions of self in virtual reality: Playing in the MUDs
In the MUDS, the projections of self are engaged in a resolutely postmodern context and there is an unparalleled opportunity to play with one's identity and to “try out” new ones.
The Video Game Lightning Rod
New media technologies have long tapped into social hopes and anxieties, and the turmoil that follows their appearance offers a window into the social tensions of the time. Clashing sets of utopian
Life on the Screen: Identity in the Age of the Internet
From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of
Violent Video Games: Myths, Facts, and Unanswered Questions
Two features of video games fuel renewed interest by researchers, public policy makers, and the general public. First, the active role required by video games is a double-edged sword. It helps
The Role of Dialogue in Activity Theory
Activity Theory as formulated by Leont'ev and expanded by Engeström has tended to emphasize activity systems in which the objects to which subjects' actions are directed are material in form. In such
Perspectives on activity theory: Play, learning, and instruction
Part I. Theoretical Issues: 1. Activity theory and individual and social transformation Yrjo Engestrom 2. The content and unsolved problems of activity theory Vassily V. Davydov 3. Knowledge as
Researching literacy as tool, place, and way of being
HODGE, R., & TRIPP, D. (1986). Children and television: A semiotic approach. Palo Alto, CA: Stanford University Press. KAMBERELIS, G. (2001). Producing heteroglossic classroom (micro)cultures through
L2 Literacy and the Design of the Self: A Case Study of a Teenager Writing on the Internet
This article presents a case study that uses ethnographic and discourse analytic methods to examine how electronic textual experiences in ESL figure in the identity formation and literacy development
Identity as an analytic lens for research in education
n today's fast changing and interconnected global world, researchers in a variety of areas have come to see identity as an important analytic tool for understanding schools and society. A focus on