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475 Pages·2017·49.96 MB·English
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Investigating the lived experience of an after-school Minecraft club BAILEY, Chris J <http://orcid.org/0000-0003-1969-5001> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/15872/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version BAILEY, Chris J (2017). Investigating the lived experience of an after-school Minecraft club. Doctoral, Sheffield Hallam University. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk Investigating the Lived Experience of an After-School Minecraft Club. Christopher James Bailey A thesis submitted in partial fu lfilment of the requirements of Sheffield Hallam University for the Degree of Doctor of Philosophy February 2017 ProQuest Number: 10694185 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a com p le te manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. uest ProQuest 10694185 Published by ProQuest LLC(2017). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States Code Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106- 1346 Acknowledgements 'There is no difference between what a book talks about and how it is made. ’ (Deleuze and Guattari, 1987, p.4.) This thesis was made with the generous support of many others. Firstly, the biggest thank you must go to my supervisors, Cathy Burnett and Guy Merchant. I could not have wished for a more knowledgeable and enthusiastic supervisory team. Their support, encouragement and friendship has been invaluable. Thank you also to my family. I will be forever grateful to Jess, who encouraged me from the beginning; to Ava, who arrived a few months after I started, making life even more interesting; to my Mum and Dad; Janet and Alan; Simon and Helen. I am in debt to the staff and children at the school where I conducted this study, particularly the club participants who made this such an exciting project to be part of. Thank you to Sheffield Hallam University, who made it possible for me to focus on this work full time. Thank you also to University staff and my fellow doctoral students. I have valued our conversations and the support that comes with feeling like part of a group. Finally, to friends, new and old, thank you! Abstract Investiga ting th e Lived Experience of an after-school M inecraft Club’ This qualitative study seeks to explore and illuminate the lived experience of a group of ten and eleven year-old children, playing in and around the popular multiplayer, sandbox videogame, Minecraft, during a year-long after-school club. Drawing on the work of Deleuze and Guattari (1987) the research employs a playful and emergent methodology, referred to as rhizomic ethnography’, which provides a suite of approaches as a means of exploring the complexity of the social world. This poststructuralist study also builds upon existing research around play, New Literacy Studies, new literacies, space and place, multimodality, multiliteracies and virtual worlds. The accounts that constitute this thesis draw from a pool of rich and varied data, generated using a number of participatory and visual methods, including child-produced video, audio, screencasts, photography, fieldnotes and virtual model-making discussion sessions. In response to this data, this thesis takes a novel approach to representation, drawing on a range of modes. This results in a hybrid text that includes comic strips, illustration and audio, as a means of transcribing and representing the complexity that is the children’s lived experience. Using different selections of data, I investigate the lived experience from three alternative but interconnected perspectives, employing the Deleuzian trope of the plateau. Firstly, I examine how the children’s play worked across the on and off-screen spaces in this complex hybrid site. With a particular focus on the children’s construction of the virtual community that they named ‘Banterbury’, I demonstrate how the game itself shaped the club. Secondly, I show how the children’s interactions regularly drew on aspects of their lives outside of the club, revealing the club as a social site of play, driven by a range of resources from children’s everyday experiences and wider culture. Thirdly, through a focus on the club’s soundscape, I reveal how the children’s play often had a mischievous and exuberant quality. Finally, reading across, between and beyond these three plateaus, I conclude by examining how the lived experience of the club was characterised by an emergent playfulness. Therefore, as well as contributing to the existing literature on virtual world play and demonstrating methodological potential for application in other contexts, this thesis also offers new insights into what constitutes the emergent dimension of play. This has implications for how we consider the kind of opportunities provided for children to interact and drive their own play experiences, with or without technology. NOTE: An alternative, comic strip version of this abstract, using the same text, can be found on the following four pages. 'INVESTIGATING THE LIVED EXPERIENCE OF AN AFTER-SCHOOL MINECRAFT CLUB' CHRIS BAILEY, SHEFFIELD HALLAM UNIVERSITY f THIS QUALITATIVE ^ STUDY SEEKS TO EXPLORE AND ILLUMINATE THE LIVED PLAYING IN AND AROUND THE EXPERIENCE OF A POPULAR MULTIPLAYER, GROUP OF TEN AND SANDBOX VIDEO SAME, ELEVEN-YEAR-OLD MINECRAFT, DURING A YEAR CHILDREN... LONG AFTER-SCHOOL CLUB. DRAWING ON THE WORK OF DELEUZE AND GUATTARI (1 987 ).. ' THIS RESEARCH N REFERRED TO AS EMPLOYS A PLAYFUL 'RHIZOMIC AND EMERGENT ETHNOGRAPHY'... METHODOLOGICAL v APPROACH... > WHICH PROVIDES A SUITE OF x APPROACHES AS A MEANS OF EXPLORING THE COMPLEXITY OF v THE SOCIAL WORLD. > THIS POST-STRUCTURALIST STUDY ALSO BUILDS UPON EXISTING RESEARCH IN A NUMBER OF AREAS... VIRTUAL MULTIMODALITY WORLDS NEW LITERACY STUDIES NEW LITERACIES SPACE AND PLACE THE ACCOUNTS THAT CONSTITUTE THIS THESIS DRAW FROM A POOL OF RICH AND VARIED DATA, GENERATED USING A NUMBER OF PARTICIPATORY AND VISUAL METHODS, INCLUDING... CHILD- PRODUCED VIDEO, AUDIO, SCREENCASTS, PHOTOGRAPHY, V FIELDNOTES... ^ AND VIRTUAL MODEL-MAKING DISCUSSION SESSIONS. IN RESPONSE TO THIS DATA, THIS THESIS TAKES A NOVEL APPROACH TO REPRESENTATION, DRAWING ON A RANGE OF MODES. THIS RESULTS IN A HYBRID TEXT THAT INCLUDES COMIC STRIPS, ILLUSTRATION AND AUDIO... AS A MEANS OF TRANSCRIBING, THINKING WITH THEORY AND r REPRESENTING THE I \ V COMPLEXITY THAT IS THE / \ \ CHILDREN'S LIVED / \ \ EXPERIENCE^^/ A ' iv USING DIFFERENT SELECTIONS OF DATA, I INVESTIGATE THE LIVED EXPERIENCE FROM THREE ALTERNATIVE BUT INTERCONNECTED PERSPECTIVES, EMPLOYING THE DELEUZIAN TROPE OF THE PLATEAU. FIRSTLY, X EXAMINE HOW THE CHILDREN'S PLAY CROSSED THE ON AND OFF-SCREEN SPACES IN THIS COMPLEX HYBRID SITE. WITH A PARTICULAR FOCUS I DEMONSTRATE HOW THE ON THE CHILDREN'S GAME ITSELF SHAPED THE CONSTRUCTION OF THE CLUB VIRTUAL COMMUNITY THAT THEY NAMED 'BANTERBURY' SECONDLY, I SHOW HOW THE CHILDREN'S INTERACTIONS REGULARLY DREW ON ASPECTS OF THEIR LIVES OUTSIDE OF THE CLUB- REVEALING THE CLUB AS A SOCIAL SITE OF PLAY, DRIVEN BY A RANGE OF RESOURCES FROM THE CHILDREN'S EVERYDAY EXPERIENCES AND WIDER CULTURE. V THIRDLY, THROUGH A FOCUS ON THE CLUB'S SOUNDSCAPE... ^ I REVEAL HOW THE N CHILDREN'S PLAY OFTEN HAD A MISCHIEVOUS AND k EXUBERANT QUALITY. > THIS THESIS ALSO OFFERS NEW INSIGHTS FINALLY, READING ACROSS, BETWEEN AND INTO WHAT CONSTITUTES THE EMERGENT BEYOND THESE THREE PLATEAUS... DIMENSION OF PLAY. I REFLECT ON HOW THE LIVED EXPERIENCE OF THE CLUB WAS CHARACTERISED BY AN EMERGENT PLAYFULNESS. THIS HAS IMPLICATIONS FOR HOW WE CONSIDER THE KIND OF OPPORTUNITIES PROVIDED FOR THEREFORE, AS WELL AS CONTRIBUTING CHILDREN TO INTERACT AND DRIVE TO THE EXISTING LITERATURE ON VIRTUAL THEIR OWN PLAY EXPERIENCES, WORLD PLAY AND DEMONSTRATING METHODOLOGICAL POTENTIAL FOR APPLICATION IN OTHER CONTEXTS... WITH OR WITHOUT TECHNOLOGY. Vi Table of Contents VOLUME ONE Acknowledgements .................................................................................................... i Abstract............................................................................................................................. ii Comic Strip Abstract............................................................................... iii Table o f Contents........................................................................................................vii List o f Figures..............................................................................................................xiii List o f Appendices....................................................................................................... xv CHAPTER ONE: INTRODUCTION............................................................................. 1 1.1 Introducing Minecraft Club.................................................................................... 2 1.2 Introducing Minecraft:.............................................................................................4 1.3 The Study...................................................................................................................7 1.3.1 A im s.....................................................................................................................7 1.3.2 Contributions.....................................................................................................8 1.4 The Thesis................................................................................................................ 9 1.4.1 Organisation.......................................................................................................9 1.4.2 Multiple Modes................................................................................................ 11 CHAPTER TWO: SITUATING THE STUDY............................................................. 13 2.1 Introduction............................................................................................................14 2.2 Framework for Research....................................................................................... 14 2.2.1 Children’s Play........................... 14 2.2.2 New Literacy Studies (NLS)...........................................................................17 2.2.3 Multimodality and Multiliteracies................................................................23 2.2.4 New literacies................................................................................. 26 2.2.5 Space and Place............................................................................................... 27 a. Space.................................................................................................................28 b. Place.................................................................................................................29 2.3 Poststructuralist Paradigm.................................................................................. 30 2.3.1 What is poststructuralism?............................................................................. 31 2.3.2 Exemplifying poststructuralist studies.........................................................33 2.3.3 What does poststructuralism offer for this study?................ 36 vii

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