Information Milieu and Play in Lockdown: The Cute, the Ugly, and the…

dc.contributor.author Hajibayova, Lala
dc.date.accessioned 2022-12-27T19:03:34Z
dc.date.available 2022-12-27T19:03:34Z
dc.date.issued 2023-01-03
dc.description.abstract his study is an investigation of young children’s information needs and their seeking and discovery behaviors in the context of playing the popular Nintendo Switch life simulation game, Animal Crossing: New Horizons (AC:NH). The children in this study perceived AC:NH as an ideal escape from the challenges of the COVID-19 lockdown, and effectively utilized the affordances of AC:NH and other related platforms to play, interact, and learn. The appealing AC:NH kawaii design, coupled with the anthropomorphized behaviors, minds, and emotions of the animal characters, encouraged the children to interweave perceptions and expectations, which led them to play out scenarios relevant to their own experiences and lives.
dc.format.extent 9
dc.identifier.doi 10.24251/HICSS.2023.287
dc.identifier.isbn 978-0-9981331-6-4
dc.identifier.uri https://hdl.handle.net/10125/102918
dc.language.iso eng
dc.relation.ispartof Proceedings of the 56th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Games and Gaming
dc.subject animal crossing: new horizon
dc.subject children collaborative play
dc.subject children information needs and behaviors
dc.subject children video gaming
dc.title Information Milieu and Play in Lockdown: The Cute, the Ugly, and the…
dc.type.dcmi text
prism.startingpage 2317
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