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Plateau 2: Playing with the World

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Researching Virtual Play Experiences

Part of the book series: Digital Education and Learning ((DEAL))

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Abstract

This second chapter again uses comic strip ‘episodes’ from the club, this time with a focus on how the children regularly drew upon their own experiences of the world as a resource for their play. The notion of ‘everyday experience’ is used as a means of describing instances where the children drew on common, shared or familiar experiences from outside the club. As such, this chapter illuminates how Minecraft Club was densely populated with everyday themes, ideas and experiences. The discussion considers issues of performance, technology and remix, the role played by social humour and the social challenges faced by the group. I suggest that the lived experience of Minecraft Club therefore involves a process of ‘playing with the world’.

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Correspondence to Chris Bailey .

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Bailey, C. (2021). Plateau 2: Playing with the World. In: Researching Virtual Play Experiences. Digital Education and Learning. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-78694-6_5

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  • DOI: https://doi.org/10.1007/978-3-030-78694-6_5

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  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-78693-9

  • Online ISBN: 978-3-030-78694-6

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