What is it about digital media games that engrosses young boys? A study in the sub-culture of Yu-Gi-Oh and its potential for improving educational outcomes

Document Type

Conference Proceeding

Publisher

Australian Council for Computers in Education

Faculty

Faculty of Education and Arts

School

School of Education

RAS ID

4368

Comments

Tomlinson-Baillie, K., De Jong, T.A. (2006). What is it about digital media games that engrosses young boys? A study in the sub-culture of Yu-Gi-Oh and its potential for improving educational outcomes. In the Proceedings of Australasian Computers in Education (ACEC) Conference. Available here

Abstract

What is it about the media-saturated sub-culture of young boys that so engrosses them and what can we adopt or adapt from this culture to improve their educational outcomes?’ This is the research question posed by Kim Tomlinson-Baillie in her PhD study on a group of 7 to 12 year old children engaged in Yu-Gi-Oh, a popular digital media game. Underpinning this work-in-progress is the proposition that if the culture that children are participating in whilst playing these games was understood, teachers could potentially engage them in more relevant learning experiences. This paper briefly describes the background, aims and research methodology of this study, and reports on its preliminary key findings.

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