This is a fantastic example of the potential of MMORPGs. Quest Atlantis is an

I think this merits some serious exploration as it could present both a fantastic resource for our after-school programs; and a great model for future designs. The Boys and Girls Club of America are already using Quest Atlantis in their programs.
I'll elaborate on this further later, but wanted to get this posted A.S.A.P.

1 comment:
hi steve- i don't think i have anything to offer about content concerning online stuff for your work, but you might be interested in a book by Christine Hine on researching internet use - it's interesting to me because she looks at cross-cuttings between online and offline as well as the internet as a cultural product and it challenges some of the mythical ideas of the internet transcending space and time, a myth which frightens people off. It looks like what you want to do also challenges that 'fear' and rescues the net from being out of reach or to be avoided...the book is not recent (2000) but here's the reference in case you want to look at it although it may be a diversion from what you are aiming for overall? - Hine, C (2000) Virtual Ethnography published by Sage isbn 0761958967. Sonia Livingstone at LSE in London also looks at children and online/offline worlds, again the ways in which those boundaries are easily merged in exciting and positive ways.
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