MMO Research
Pop Cosmopolitanism, Virtual Culture & Learning
Digital Literacy
Science Literacy
Computational / IT Literacy
After School MMO Groups
Massively multiplayer videogames (MMOs) function as naturally occurring online learning environments, recruiting complex and sophisticated forms of (always situated, always distributed) cognition in the course of successful play. My research investigates the intellectual work that goes on within such games and the cultures of participation that emerge both within their virtual worlds (between login & logoff) and beyond (in the online fandom spaces around them). The goals of this work are (a) to empirically document and analyze the intellectual practices that constitute gameplay in online spaces, (b) to analyze and assess how those practices align (or fail to align) with other activities valued outside the game (such as scientific reasoning or collaborative problem solving), and then (c) to develop bridging third places (such as after school gaming clubs for boys) based on what we learn that leverages online games for learning in productive ways.
Theoretical Overview
Steinkuehler, C. (in progress). Virtual worlds and learning: Introduction to the special issue. Manuscript in preparation for On the Horizon.
Steinkuehler, C., Phipps, W., & Hayes, M. (in progress). A review of Lineage 2. Manuscript in preparation for D. Davidson (Ed.) Well played. Nova Scotia: etc Press.
Steinkuehler, C. (in progress). Massively multiplayer online games as naturally occurring online learning environments. Manuscript in preparation.
Steinkuehler, C. (in progress). Mixed method research in virtual world research. To appear in Douglas Thomas (Ed.), Virtual Worlds. Chicago: MacArthur Foundation.
Steinkuehler, C. (in progress). Games, learning & society: Introduction to the special issue. Manuscript in preparation for eLearning.
Steinkuehler, C. (2008). Introduction to the Games Learning & Society (GLS) Conference special issue. Games & Culture, 3, 251 - 252.
Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. eLearning, 4(3) 297-318.
Steinkuehler, C. (2006). Games as a highly visible medium for the study of distributed, situated cognition. In S.A. Barab, K.E. Hay, N.B. Songer, & D.T. Hickey (Eds.), Proceedings of the International Conference of the Learning Sciences (pp. 1048-1049). Mahwah NJ: Erlbuam.
Steinkuehler, C. (2006). Virtual worlds, learning, & the new pop cosmopolitanism. Teachers College Record, 12843.
Steinkuehler, C. A. (2006). Why game (culture) studies now? Games and Culture, 1(1), 97-102.
Steinkuehler, C.A., Black, R.W., & Clinton, K.A. (2005). Researching literacy as tool, place, and way of being. Reading Research Quarterly, 40(1), 7-12.
Squire, K. D. & Steinkuehler, C. A. (2005). Meet the gamers. Library Journal, April 15.
Pop Cosmopolitanism, Virtual Culture & Learning
Simkins, D. & Steinkuehler, C. (2008). Critical ethical reasoning & role play. Games & Culture, 3, 333-355.
Steinkuehler, C. (2006). The mangle of play. Games & Culture, 1(3), 1-14.
Steinkuehler, C. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), article 1.
Squire, K. D. & Steinkuehler, C. A. (2006). Generating CyberCulture/s: The case of Star Wars Galaxies. In D. Gibbs & K. L. Krause (Eds.), Cyberlines 2.0 Languages and cultures of the Internet. Albert Park, Australia: James Nicholas Publishers.
Steinkuehler, C. A. (2005). The new third place: Massively multiplayer online gaming in American youth culture. Tidskrift Journal of Research in Teacher Education, 3, 17-32.
Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the Sixth International Conference of the Learning Sciences (pp. 521528). Mahwah, NJ: Erlbaum.
Digital Literacy
XXX = Steinkuehler, C. (in progress). Literacy in online game communities. Manuscript in preparation.
Steinkuehler, C. A. (2008). Cognition and literacy in massively multiplayer online games. In J. Coiro, M. Knobel, C. Lankshear, & D. Leu (Eds.), Handbook of Research on New Literacies, (pp. 611-634). Mahwah NJ: Erlbaum.
Black, R. W. & Steinkuehler, C. (2009). Literacy in virtual worlds. In L. Christenbury, R. Bomer, & P. Smagorinsky (Eds.), Handbook of Adolescent Literacy Research (pp. 271-286). New York: Guilford.
Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. eLearning, 4(3) 297-318.
Steinkuehler, C. A. (2006). Massively multiplayer online videogaming as participation in a Discourse. Mind, Culture & Activity, 13(1), 38-52.
Science Literacy
Steinkuehler, C. & Duncan, S. (in press). Informal scientific reasoning in online virtual worlds. Journal of Science Education & Technology.
Steinkuehler, C. & Chmiel, M. (2006). Fostering scientific habits of mind in the context of online play. In S.A. Barab, K.E. Hay, N.B. Songer, & D.T. Hickey (Eds.), Proceedings of the International Conference of the Learning Sciences (pp 723-729). Mahwah NJ: Erlbuam.
Computational / IT Literacy
Steinkuehler, C. & Johnson, B. Z. (2009). Computational literacy in online games: The social life of a mod. The International Journal of Gaming and Computer Mediated Simulations, 1(1), 53-65.
After School MMO Groups
Steinkuehler, C. & King, B. (in progress). Digital literacies for the disengaged: Creating after school contexts to support boys’ game-based literacy skills. Manuscript in preparation for On the Horizon.
last update: 26 October 2008
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