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
Australian Council for Computers in Education
Education and Arts
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.