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ERIC Number: EJ1317671
Record Type: Journal
Publication Date: 2021-Sep
Pages: 18
Abstractor: As Provided
ISBN: N/A
ISSN: EISSN-2042-7530
EISSN: N/A
Being Peer Gynt: How Students Collaboratively Make Meaning of a Digital Game about a Literature Classic
Sandberg, Magnus H.; Silseth, Kenneth
E-Learning and Digital Media, v18 n6 p581-598 Sep 2021
Henrik Ibsen's play "Peer Gynt" digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction during gameplay, we examine how students collaboratively make meaning of the computer game. This study employs a sociocultural and dialogic approach to meaning making. In the analysis, we draw on Gee's theory on multiple player identities and see the dyads playing together as two "real-world" selves negotiating on creating one "virtual" self through a co-authorship of situated meaning in what Gee calls the "projective stance." To better understand their cooperation in this undertaking, we also apply Goffman's term "activity frames." The analysis shows how the dyads approach the game in different ways by establishing frames in which they interpret, impersonate or recreate Peer, in order to make meaning of their gameplay.
SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://bibliotheek.ehb.be:2814
Publication Type: Journal Articles; Reports - Research
Education Level: Secondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Norway
Grant or Contract Numbers: N/A