Information Milieu and Play in Lockdown: The Cute, the Ugly, and the…
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 |
Files
Original bundle
1 - 1 of 1
No Thumbnail Available
- Name:
- 0226.pdf
- Size:
- 484.29 KB
- Format:
- Adobe Portable Document Format
- Description: