- Chris Abbott
- James Albright
- Donna Alverman
- Catherine Beavis
- Ian Bogost
- Clare Bradford
- Gunilla Bradley
- leicha bragg
- Jean Burgess
- Andrew Burn
- David Lee Carlson
- Victoria Carrington
- Dean Chan
- Mia Consalvo
- Teresa Cremin
- Suzanne de Castell
- Michael Dieter
- Julie Dyer
- James P Gee
- Bill Green
- Eileen Honan
- darshanna jayemanne
- Jen Jenson
- hyeon-seon jeong
- Carey Jewitt
- Kent Klindera
- michele knobel
- Castulus Kolo
- Gunther Kress
- Kevin Leander
- Nancy Lesko
- Allan Luke
- Carmen Luke
- Kerry Mallan
- jackie marsh
- Helen Nixon
- Anna Peachey
- Alexander Schmoelz
- Gareth Schott
- Julian Sefton-Green
- gurmit singh
- Peter Twining
- Marion walton
- Steve Wheeler
- Dana Wilber
- Jason Wilson
- Denise Wood
Apperley, T. (2010). What games studies can teach us about videogames in the English and Literacy classroom. Australian Journal of Language and Literacy, 33(1), 12-23.
Beavis, C., & O’Mara, J. (2010). Computer games- pushing at the boundaries of literacy. Australian Journal of Language and Literacy, 33(1), 65-76.
Black, R. W. (2008). Adolescents and online fan fiction. New York: Peter Lang.
Black, R. W., & Reich, S. M. (in preparation). “I can’t figure out what I’m supposed to do”: Linguistic and developmental features of constructed messaging systems in virtual worlds for children.
Black, R. W., & Reich, S. M. (in press). Culture and community in a virtual world for young children. In C. A. Steinkuehler, K. D. Squire, & S. A. Barab (Eds.), Games, learning, and society: Learning and meaning in the digital age. New York: Cambridge University Press.
Brumfit, C. J., & Carter, R. A. (1986). Literature and language teaching. Oxford, UK: Oxford University Press.
Compete, Inc. (2010). Site Comparison of webkinz.com (rank #420), clubpenguin.com (#505), barbiegirls.com (#4,341) | Compete. Compete.com. Retrieved May 14, 2010, from http://siteanalytics.compete.com/webkinz.com+clubpenguin.com+barbiegirls.com/.
Compete, Inc. (2009). Site Profile for www.webkinzworld.com | Compete. http://siteanalytics.com. Retrieved July 17, 2009, from http://siteanalytics.compete.com/www.webkinzworld.com/.
Fields, D., & Kafai, Y. B. (2009). “U wanna go to the moon?” A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world. International Journal of Computer-Supported Collaborative Learning, 4(1), 47-68.
Ganz. (2005-2010). Welcome to Webkinz® – a Ganz website. Retrieved July 17, 2009, from http://www.webkinz.com/us_en/
Ganz. (2009a). Welcome to Webkinz® – Take a Tour. Retrieved July 17, 2009, from http://www.webkinz.com/us_en/
Ganz. (2009b). Webkinz® – Webkinz Deluxe Membership. Retrieved July 17, 2009, from http://www.webkinz.com/us_en/deluxe_membership.html
Ganz. (2009c). Webkinz® – For Parents – Frequently Asked Questions. Retrieved July 17, 2009, from http://www.webkinz.com/us_en/faq_parents.html
Ganz. (2009d). Webkinz® – For Parents. Retrieved July 17, 2009, from http://www.webkinz.com/us_en/faq_parents.html
Gee, J. P. (1999). An introduction to discourse analysis: Theory and method. New York: Routledge.
Gee, J. P. (2003). What video games have to teach us about learning and literacy (1st ed.). Palgrave Macmillan.
Goncu, A., & Katsarou, E. (2000). Commentary: Constructing sociocultural approaches to literacy education. In K. A. Roskos & J. F. Christie (Eds.), Play and literacy in early childhood: Research from multiple perspectives (pp. 221-230). Mahwah, NJ: Lawrence Erlbaum Associates.
Grimes, S. M., & Shade, L. R. (2005). Neopian economics of play: Children’s cyberpets and online communities as immersive advertising in NeoPets.com. International Journal of Media and Cultural Politics, 1(2), 181-198.
Grimes, S. (2008, September 2). I’m a Barbie Girl, in a BarbieGirls World. The Escapist. Retrieved July 9, 2009, from http://www.escapistmagazine.com/articles/view/issues/issue_165/5187-Im-a-Barbie-Girl-in-a-BarbieGirls-World.3
Jenkins, H. (1998). “Complete freedom of movement”: Video games as gendered play spaces. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Combat: Gender and computer games (pp. 262-297). Cambridge: MIT Press.
Kafai, Y. B. (2008). Understanding virtual epidemics: Children’s folk conceptions of computer viruses. Journal of Science Education & Technology, 17(6), 523-529.
Kafai, Y. B., & Giang, M. T. (2007). Virtual playgrounds: Children’s multi-user virtual environments for playing and learning with science. In T. Willoughby & E. Wood (Eds.), Children’s learning in a digital world (pp. 196-217). Oxford, UK: Blackwell Publishing.
Lankshear, C., & Knobel, M. (2006). New literacies: Changing knowledge and classroom learning (Second Ed.). Philadelphia: Open University Press.
Lankshear, C., & Knobel, M. (2007). Sampling “the new” in new literacies. In M. Knobel & C. Lankshear (Eds.), A new literacies sampler (pp. 1-24). New York: Peter Lang.
Marsh, J. (2008). Out-of-school play in online virtual worlds and the implications for literacy learning. Presented at the Centre for Studies in Literacy, Policy, and Learning Cultures, University of South Australia. Retrieved May 24, 2010, from http://www.unisa.edu.au/hawkeinstitute/cslplc/documents/JackieMarsh.pdf.
Marsh, J. (2009). Productive pedagogies: Play, creativity, and digital cultures in the classroom. In R. Willett, M. Robinson, & J. Marsh (Eds.), Play, creativity and digital cultures (pp. 200-218). New York: NY: Routledge.
Marsh, J. (2010). Young children’s play in online virtual worlds. Journal of Early Childhood Research, 8(1), 23-39.
Mattel, Inc. (2010). BarbieGirls.com – The Hottest Online Hangout for Girls! Barbie Girls. Retrieved May 14, 2010, from http://www.barbiegirls.com/homeMtl_b.html.
Merchant, G. (2009). Literacy in virtual worlds. Journal of Research in Reading, 32(1), 38-56.
Piaget, J. P. (1962). Play, dreams, and imitation in childhood. New York: Norton.
Roskos, K. A., & Christie, J. F. (Eds.). (2000). Play and literacy in early childhood: Research from multiple perspectives. Mahwah, NJ: Lawrence Erlbaum Associates.
Salen, K. (2007). Gaming literacies: A game design study in action. Journal of Multimedia and Hypermedia, 16(3), 301-322.
Shaffer, D., Squire, K. D., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105-111.
Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. In Kafai, Y. B., Sandoval, W. A., Enyedy, N., Nixon, A. S., & Herrera, F. (Eds.), Proceedings of the sixth international conference of the learning sciences (pp. 521-528). Mahwah, NJ: Lawrence Erlbaum Associates. Retrieved from http://website.education.wisc.edu/steinkuehler/papers/SteinkuehlerICLS2004.pdf
Steinkuehler, C. A. (2007). Massively multiplayer online gaming as a constellation of literacy practices. E-Learning, 4(3), 297-318.
Thorne, S. L., & Black, R. W. (2007). Language and literacy development in computer-mediated contexts and communities. Annual Review of Applied Linguistics, 27, 133-160.
Vukelich, C., Christie, J. F., & Enz, B. J. (2008). Helping young children learn language and literacy: Birth through kindergarten (2nd ed.). Allyn & Bacon.
Vygotsky, L. S. (1978). Mind in society: The development of psychological processes. Cabridge: MA: Harvard University Press.
Walsh, C. (2010). Systems-based literacy practices: Digital games research, gameplay and design. Australian Journal of Language and Literacy, 33(1), 24-40.
Wilber, D. J. (April/May, 2007). MyLiteracies: Understanding the Net Generation through LiveJournals and literacy practices. Innovate Journal of Online Education. Retrieved May 5, 2010 from http://www.innovateonline.info/index.php.
Zheng, D., Young, M. F., Brewer, B., & Wagner, M. (2009). Negotiation for action: English language learning in game-based virtual worlds. Modern Language Journal, 93(4).
Zimmerman, E. (2008). Gaming literacy: Game design as a model for literacy in the twenty-first century. In B. Perron & M. J. P. Wolf (Eds.), The Video Game Theory Reader 2 (pp. 23-31). New York: Routledge. Retrieved May 10, 2010, from http://llk.media.mit.edu/courses/readings/ Zimmerman-Gaming-Literacy.pdf.
Rebecca W. Black is an Assistant Professor of Language, Literacy, and Technology at the University of California, Irvine. Her research interests center on how youth, particularly English language learners, are using new technologies to learn, create, and communicate. Her publications include a recent book, Adolescents and Online Fan Fiction (Black, 2008) and articles in Research in the Teaching of English (Black, 2009) and the Journal of Adolescent and Adult Literacy (Black, 2009). Recently, Prof. Black has started exploring opportunities for literacy, learning, and development in virtual worlds aimed at early childhood populations.
Digital Culture & Education (DCE) is an international inter-disciplinary peer-reviewed journal. This interactive, open-access web-published journal is for those interested in digital culture and education.
The journal is devoted to analysing the impact of digital culture on identity, education, art, society, culture and narrative within social, political, economic, cultural and historical contexts.
Follow us on Twitter: http://twitter.com/DigitalCultureE
The scale and speed at which digital culture has entered all aspects of our lives is unprecedented. We publish articles and digital works that address the use of digital (and other) technologies and how they are taken up across diverse institutional and non-institutional contexts. Scholarly reviews of books, conferences, exhibits, games, software and hardware are also encouraged. Read more
Manuscripts should include:
1. Cover sheet with author(s) contact details and brief biographical statement(s).
Instructions for Authors
Manuscripts submitted should be original, not under review by any other publication and not published elsewhere.
The expected word count for submissions to the journal is approximately 7500 words, excluding references. Each paper should be accompanied by an abstract of up to 200 words. Authors planning to submit manuscripts significantly longer than 7500 words should first contact the Editor at email@example.com
All pages should be numbered. Footnotes to the text should be avoided and endnotes should be used instead. Sponsorship of research reported (e.g. by research councils, government departments and agencies, etc.) should be declared.
Digital Culture & Education (DCE) invites submissions on any aspect of digital culture and education. We welcome submissions of articles and digital works that address the use of digital (and other) technologies and how they are taken up across diverse institutional and non-institutional contexts. For further inquiries and submission of work, send an email to editor@ digitalcultureandeducation.com