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‘Welcome to Banterbury’

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Researching Virtual Play Experiences

Part of the book series: Digital Education and Learning ((DEAL))

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Abstract

This chapter begins with the suggestion that some of the formal discourses that permeate educational research are not the same as the discourses that circulate in the sites themselves, suggesting a need to develop different ways of approaching research sites. I introduce the club that formed the basis of this study, giving some historical context and introducing the players (human and non-human) who played a part in the club, using a series of comic-strip character sketches. I describe the video game Minecraft and ‘Banterbury’, the on-screen space created by the children. I consider my perspective as a researcher, ex-teacher and autistic person. I then detail the aims of the research project that form the basis of the book and describe its main contributions.

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Correspondence to Chris Bailey .

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Bailey, C. (2021). ‘Welcome to Banterbury’. In: Researching Virtual Play Experiences. Digital Education and Learning. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-78694-6_1

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  • DOI: https://doi.org/10.1007/978-3-030-78694-6_1

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  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-78693-9

  • Online ISBN: 978-3-030-78694-6

  • eBook Packages: EducationEducation (R0)

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