Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds.
Play is fundamentally important for kids’ development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids’ play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well—responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.
About the Authors
Yasmin B. Kafai is Professor of Learning Sciences at the University of Pennsylvania. She is the coeditor of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming and coauthor of Connected Play: Tweens in a Virtual World (both published by the MIT Press). She is also coauthor of Connected Gaming.
Deborah A. Fields is Assistant Professor of Instructional Technology and Learning Sciences at Utah State University.
—Ellen Wartella, Director, Center on Media and Human Development, Northwestern University
—Sara Grimes, Assistant Professor, Faculty of Information, University of Toronto