Difference between revisions of "Rusk2022"

From emcawiki
Jump to: navigation, search
(BibTeX auto import 2022-02-28 02:26:04)
 
 
Line 1: Line 1:
 
{{BibEntry
 
{{BibEntry
|Key=Rusk2022
+
|BibType=ARTICLE
|Key=Rusk2022
+
|Author(s)=Fredrik Rusk; Matilda Ståhl;
 
|Title=Coordinating Teamplay Using Named Locations in a Multilingual Game Environment - Playing Esports in an Educational Context
 
|Title=Coordinating Teamplay Using Named Locations in a Multilingual Game Environment - Playing Esports in an Educational Context
|Author(s)=Fredrik Rusk; Matilda St\aahl;
 
 
|Tag(s)=Collaboration;Conversation analysis;Esports;Multilingualism;Multiplayer; EMCA
 
|Tag(s)=Collaboration;Conversation analysis;Esports;Multilingualism;Multiplayer; EMCA
|BibType=ARTICLE
+
|Key=Rusk2022
|Publisher=Routledge
 
 
|Year=2022
 
|Year=2022
|Month=feb
 
 
|Journal=Classroom Discourse
 
|Journal=Classroom Discourse
|Volume=0
+
|Volume=13
|Number=0
+
|Number=2
|Pages=1–24
+
|Pages=164-187
 +
|URL=https://www.tandfonline.com/doi/full/10.1080/19463014.2021.2024444
 
|DOI=10.1080/19463014.2021.2024444
 
|DOI=10.1080/19463014.2021.2024444
 
|Abstract=This study investigates the video game play of a multiplayer first-person shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing callouts, which are coordinated English words that refer to specific in-game locations and, when provided, point to opponents' locations. The aim is to investigate how participants employ callouts as part of their in-game interaction and teamplay, and what they orient to as `callout competence'. With a greater understanding of the social organisation of the multilingual game environment and actions, such as callouts, we can better understand the affordances for collaborative and multilingual learning that games can provide for education. Callout competence appears to align with skills and knowledge that may be transferrable into the educational setting; that is, the components that are part of callout competence require collaborative skills and multilingual competence. These skills are part of what makes the teamwork work, as well as an inherent part of activities in an esports education programme that has broadened the classroom to encompass esports game play outside of the classrooms.
 
|Abstract=This study investigates the video game play of a multiplayer first-person shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing callouts, which are coordinated English words that refer to specific in-game locations and, when provided, point to opponents' locations. The aim is to investigate how participants employ callouts as part of their in-game interaction and teamplay, and what they orient to as `callout competence'. With a greater understanding of the social organisation of the multilingual game environment and actions, such as callouts, we can better understand the affordances for collaborative and multilingual learning that games can provide for education. Callout competence appears to align with skills and knowledge that may be transferrable into the educational setting; that is, the components that are part of callout competence require collaborative skills and multilingual competence. These skills are part of what makes the teamwork work, as well as an inherent part of activities in an esports education programme that has broadened the classroom to encompass esports game play outside of the classrooms.
 
}}
 
}}

Latest revision as of 23:11, 14 June 2022

Rusk2022
BibType ARTICLE
Key Rusk2022
Author(s) Fredrik Rusk, Matilda Ståhl
Title Coordinating Teamplay Using Named Locations in a Multilingual Game Environment - Playing Esports in an Educational Context
Editor(s)
Tag(s) Collaboration, Conversation analysis, Esports, Multilingualism, Multiplayer, EMCA
Publisher
Year 2022
Language
City
Month
Journal Classroom Discourse
Volume 13
Number 2
Pages 164-187
URL Link
DOI 10.1080/19463014.2021.2024444
ISBN
Organization
Institution
School
Type
Edition
Series
Howpublished
Book title
Chapter

Download BibTex

Abstract

This study investigates the video game play of a multiplayer first-person shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing callouts, which are coordinated English words that refer to specific in-game locations and, when provided, point to opponents' locations. The aim is to investigate how participants employ callouts as part of their in-game interaction and teamplay, and what they orient to as `callout competence'. With a greater understanding of the social organisation of the multilingual game environment and actions, such as callouts, we can better understand the affordances for collaborative and multilingual learning that games can provide for education. Callout competence appears to align with skills and knowledge that may be transferrable into the educational setting; that is, the components that are part of callout competence require collaborative skills and multilingual competence. These skills are part of what makes the teamwork work, as well as an inherent part of activities in an esports education programme that has broadened the classroom to encompass esports game play outside of the classrooms.

Notes