Computer gaming as an aesthetic practice and informal learning

Project leader

Funding source

Swedish Research Council - Vetenskapsrådet (VR)

Project Details

Start date: 01/01/2008
End date: 31/12/2010
Funding: 3860000 SEK


In his work on digital literacy and computer gaming among school age children, Gee (2003) has problematized children’s informal learning, discussing the many ways in which children devote time and involvement in gaming.. The present project is focussed on motivation as a social phenomenon. More specifically, it focuses on peer interaction as a site for children’s aesthetic evaluations of games and gaming, both in school contexts and in informal contexts. In contrast to much prior work on children’s gaming activities, this project will document naturally occurring gaming events in detail, focusing particularly on the ways in which children and young people draw on interactional and aesthetic resources in their gaming. Thereby it will also expand and critically discuss prior work on participation and communities of practice (Lave & Wenger, 1991). The project involves data from different gaming contexts: edutainment, as well as other games, and games in different settings, such as schools, internet cafés and afterschool centres. It will cover a variety of settings and levels of experience through a design where gaming activities are documented among preschoolers, first graders, and young people between 13 and 17 years. Thereby, we hope to cover different levels of experience and different types of literacy. Our aim is to open up toward a broadened discussion of digital literacy, including aesthetic and non-textual aspects of gaming (cf. Goodwin, 1994; Jewitt, 2005).

External Partners

Last updated on 2017-31-03 at 12:57