A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers

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Title: A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers
Authors: Bebbington, Sandra
Date: 2014
Abstract: Research shows that teens (Generation Z) are not as information literate as required to function effectively in an information society. Yet many teens are gamers and succeed at game-related tasks that require information literacy skills. This thesis examines the potential that the online game Minecraft, and one of its related affinity spaces, may have in the development of information literacy skills in teens. This case study unfolded in three phases: a video game analysis of Minecraft, a discussion forum analysis and an interpretive report of interviews with eight teen gamers. Findings suggest that Minecraft’s design induces players to seek out game related information in affinity spaces, select appropriate sources, evaluate the information shared by fellow gamers and decide what best satisfies their information need. Further research could determine whether the specific information literacy skills in this gaming context can be generalized to other gaming environments and to non-gaming contexts.
URL: http://hdl.handle.net/10393/31699
http://dx.doi.org/10.20381/ruor-6525
CollectionThèses, 2011 - // Theses, 2011 -
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