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Sinem Siyahhan - Families at play: connecting and learning through video games

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Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together.Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around...

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The John D and Catherine T MacArthur Foundation Series on Digital Media and - photo 1

The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning

Civic Life Online: Learning How Digital Media Can Engage Youth, edited by W. Lance Bennett

Digital Media, Youth, and Credibility, edited by Miriam J. Metzger and Andrew J. Flanagin

Digital Youth, Innovation, and the Unexpected, edited by Tara McPherson

The Ecology of Games: Connecting Youth, Games, and Learning, edited by Katie Salen

Learning Race and Ethnicity: Youth and Digital Media, edited by Anna Everett

Youth, Identity, and Digital Media, edited by David Buckingham

Engineering Play: A Cultural History of Childrens Software by Mizuko Ito

Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media by Mizuko Ito et al.

The Civic Web: Young People, the Internet, and Civic Participation by Shakuntala Banaji and David Buckingham

Connected Play: Tweens in a Virtual World by Yasmin B. Kafai and Deborah A. Fields

The Digital Youth Network: Cultivating Digital Media Citizenship in Urban Communities edited by Brigid Barron, Kimberley Gomez, Nichole Pinkard, and Caitlin K. Martin

The Interconnections Collection developed by Kylie Peppler, Melissa Gresalfi, Katie Salen Tekinba, and Rafi Santo

Gaming the System: Designing with Gamestar Mechanic by Katie Salen Tekinba, Melissa Gresalfi, Kylie Peppler, and Rafi Santo

Script Changers: Digital Storytelling with Scratch by Kylie Peppler, Rafi Santo, Melissa Gresalfi, and Katie Salen Tekinba

Short Circuits: Crafting e-Puppets with DIY Electronics by Kylie Peppler, Katie Salen Tekinba, Melissa Gresalfi, and Rafi Santo

Soft Circuits: Crafting e-Fashion with DIY Electronics by Kylie Peppler, Melissa Gresalfi, Katie Salen Tekinba, and Rafi Santo

Connected Code: Why Children Need to Learn Programming by Yasmin B. Kafai and Quinn Burke

Disconnected: Youth, New Media, and the Ethics Gap by Carrie James

Education and Social Media: Toward a Digital Future edited by Christine Greenhow, Julia Sonnevend, and Colin Agur

Framing Internet Safety: The Governance of Youth Online by Nathan W. Fisk

Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy by Yasmin B. Kafai and Quinn Burke

Giving Voice: Mobile Communication, Disability, and Inequality by Meryl Alper

Worried About the Wrong Things: Youth, Risk, and Opportunity in the Digital World by Jacqueline Ryan Vickery

Good Reception: Teens, Teachers, and Mobile Media in a Los Angeles High School by Antero Garcia

Families at Play: Connecting and Learning through Video Games by Sinem Siyahhan and Elisabeth Gee

Families at Play

Connecting and Learning through Video Games

Sinem Siyahhan and Elisabeth Gee

The MIT Press

Cambridge, Massachusetts

London, England

2018 Massachusetts Institute of Technology

All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.

This book was set in Sabon by Westchester Publishing Services. Printed and bound in the United States of America.

Library of Congress Cataloging-in-Publication Data

Names: Siyahhan, Sinem, author. | Gee, Elisabeth, author.

Title: Families at play : connecting and learning through video games / Sinem Siyahhan and Elisabeth Gee.

Other titles: Play 2 Connect | Play to Connect

Description: Cambridge, MA : The MIT Press, 2018. | Series: The John D. and Catherine T. MacArthur Foundation series on digital media and learning | Includes bibliographical references and index.

Identifiers: LCCN 2017024949 | ISBN 9780262037464 (hardcover : alk. paper)

Subjects: LCSH: Video games--Social aspects. | Family recreation. | Communication in families. | Intergenerational communication.

Classification: LCC GV1469.34.S52 S59 2018 | DDC 794.8--dc23 LC record available at https://lccn.loc.gov/2017024949

To our mothers

Contents
  1. List of Illustrations
  2. People using media on the train
  3. The Livingstone family playing Halo together
  4. Hector Gastelum and his sons playing games
  5. Luca and Gabe playing Civilization on the computer
  6. Play sitting in between reality and fantasy
  7. Learning around games across contexts
Series Foreword

The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, published by the MIT Press in collaboration with the Monterey Institute for Technology and Education (MITE), present findings from current research on how young people learn, play, socialize, and participate in civic life. The Reports result from research projects funded by the MacArthur Foundation as part of its $50 million initiative in digital media and learning. They are published openly online (as well as in print) in order to support broad dissemination and to stimulate further research in the field.

Preface

Although most video gaming takes place at home, family learning and communication around video games, for the most part, has been ignored in education and communication research. At the same time, despite being increasingly accepted as a context for teaching and learning, video games continue to be a source of skepticism and concern among many parents due in part to the negative portrayal of video games in mainstream media. This book is an attempt to broaden the conversation and discourse around video games by focusing on what this medium could do for families.

Although I played video games while growing up, it wasnt until the first year of my doctoral program, where I studied family learning in the context of museums, that I discovered video gaming as a means to support families. A serendipitous observation of rich conversations among parents and their six-year-olds around a glass-blowing simulation game at an exhibit gave me the idea to design video games for families and planted the seed for this book.

I am indebted to Michael Downton, a fellow graduate student, for helping me run the first Family Quest after-school program for families in the fall of 2007. As part of this program, families played through different educational games using Quest Atlantis, a three-dimensional, multiplayer online teaching and learning platform. I spent the next three years growing Family Quest from an after-school program into a stand-alone virtual world within Quest Atlantis where families played the games I developed. My advisers, Joyce Alexander and Sasha Barab, should be recognized for providing guidance and encouragement to pursue an area of research outside of the traditional boundaries of the learning sciences. Many ideas and some of the work presented in this book are drawn from my dissertation work, which was supported by a fellowship I received from Indiana University.

Elisabeth and I met while I was a faculty member and fellow at the Center for Games and Impact at Arizona State University (ASU). Through our collaboration, we were able to expand the research on families and video games in new and exciting ways. A grant from the Joan Ganz Cooney Center at Sesame Workshop and the Heising-Simons Foundation allowed us to document how families with diverse backgrounds engage in intergenerational play around video games in the context of their homes. Chapter 2 of this book focuses primarily on the findings of this work.

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