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      The convergence of gaming practices with other media forms: what potential for learning? A review of the literature

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      Learning, Media and Technology
      Informa UK Limited

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          Most cited references20

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          From Content to Context: Videogames as Designed Experience

          K Squire (2006)
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            Breaking the stereotype: the case of online gaming.

            Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.
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              The role of children in the design of new technology

              (2002)
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                Author and article information

                Journal
                Learning, Media and Technology
                Learning, Media and Technology
                Informa UK Limited
                1743-9884
                1743-9892
                March 04 2008
                March 04 2008
                : 33
                : 1
                : 11-20
                Article
                10.1080/17439880701868796
                16252948-8b3e-4553-8058-52e3f3e66ee3
                © 2008
                History

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