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These are children’s metagame activities, what are yours?

Gamingtodaynews1e - These are children’s metagame activities, what are yours?

Hi all,

I have so far only followed discussions here, without writing anything myself, but now I thought to write a little bit about the article I published some time ago, and ask your views on a few questions. I am a long-time gamer myself, and my last decade was mainly spent with Eve Online (Don’t even consider trying it if you don’t have a huge amount of extra time). However, gaming is currently taking a break, and I'm more focused on research.

The article I wrote deals with children's metagame activities. The metagame is used here in its broader meaning to refer to all the activities connected with the game, not just pregame theorizing, popular strategies, and such. The article is long, and I don’t expect you to read it, so I wrote a short summary with bullet points. However, if you want to read the article, you can find it here:
10 - These are children’s metagame activities, what are yours?

The article is based on an empirical study that explored “what metagame activities do children engage in?” Results revealed a broad spectrum of different metagame activities, which were divided into six categories: game-enabling activities, strategizing activities, discussing activities, information-seeking activities, creating and sharing activities, and consuming activities.

See the figure behind the link for an overview of children's metagame activities:

The naming is hopefully quite self-explanatory, but I will describe each one briefly anyway.

  • Game-enabling activities refer to preparatory actions that enable gaming. Modifying refers to using technical mods, hacks, and cheat codes but also inventing alternative, unofficial in-game goals or rules (e.g., trying to find glitches and “breaking the game”). Organizing includes activities such as organizing shifts with a shared device and organizing gaming sessions with friends.
  • Strategizing activities refer to game-related activities that aim to increase the chances of success in a game. Planning and reflecting and analyzing categories refer mostly to game strategies. Mastering refers to specific practices, such as systematic testing of game mechanics.
  • Discussing activities refers to game-related discussions, whether via the Internet or face-to-face. The subcategories are formed according to the topic of discussion.
  • Information-seeking activities refer to seeking information from the Internet, from books and magazines, or from friends and family members. Information seeking was further divided into seeking information about game features, game progress, and user-generated content.
  • Creating and sharing activities refers to creating, producing, and sharing digital game-related content and was further divided into creating and sharing information (e.g., game reviews, tutorials), art (e.g., fanart), and entertainment (e.g., YouTube videos).
  • Consuming activities refers to the consumption of content created by others, and it was further divided into the subcategories of consuming information (e.g., game reviews, tutorials), art (e.g., fanart), and entertainment (e.g., YouTube videos).

Now, as redditors in this subreddit are older and more experienced than the children who participated in the study, I would like to hear your views on the subject.

  • Do these activities match your own personal experiences, and if they don’t, how do they differ?
  • Also, I would love to hear your stories if you have, for example, experienced metagame activities to be beneficial for you in some outside of the game contexts.

Basically, I just want to hear older and more experienced opinions on the subject. Thanks for reading and apologies for the long post.

Source: Original link

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