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Using the Minecraft Affinity Subspace “Frist Dimension” to Negotiate Information Literacy

  • Author / Creator
    Gonzalez Arismendi, Olga J.
  • Online video games and their affinity spaces and subspaces are defined as virtual locations where groups of people gather to share common interests, and a place where learning happens (Gee, 2003). Recent studies have demonstrated the impact that affinity spaces and video games have on the development of skills such as literacy, social interactions, problem-solving, and critical thinking amongst players (Gallego, 2016; Shaffer, 2012). Studies show that video games such as Minecraft demand players search for information. As an open-ended world, Minecraft offers players a free space to explore their creativity, allowing them to become authors in the game by modifying and developing original dimensions that can be played with other users. The present study analyzed Minecraft’s affinity subspace Frist Dimension to understand the question of (1) how gamers acquire and negotiate gaming literacy skills, and to answer the following sub-questions: (a) How do players negotiate gaming information literacy skills? (b) What vocabulary do players use to develop or build information literacy skills?

    Previous research identified negotiation and vocabulary and learning as essential competencies in gaming literacy (Lapina; Petukhova, 2017). These competencies help to develop a set of learning skills that encourage players to interact, communicate and expand their knowledge of the game. For this study, twenty-five Frist Dimension posts were extracted from the thread that reflects the communication cycle, vocabulary used, and roles of the players in the forum. Garton, Haythornthwaite and Wellman’s (2006) framework on social network approach was used to extract the data through observation, analyzing individual/social interactions, the flow of information and patterns of communication among people. These criteria draw the limitations and boundaries of the sample.

    Results indicate that verbal interactions of players communicating in Frist Dimension demonstrate a combination of social practices and technical skills, such as support, gamer jargon, cooperation, and negotiation of information through suggestions. These practices contribute to players’ collective development of game-specific literacy. This study will help improve our understanding of affinity subspaces and how players for information exchange, social interactions, and the co-construction of gaming literacy operationalize them.

  • Subjects / Keywords
  • Graduation date
    Fall 2020
  • Type of Item
    Thesis
  • Degree
    Master of Arts
  • DOI
    https://doi.org/10.7939/r3-z5nj-bv88
  • License
    Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission.