The power of information in participatory culture: Education and Marketspace

The book Participatory Culture in a Networked Era is a great collective work, pointing out the digital awareness about forming participatory cultures. Today’s  short discussion topics deal with the context of chapters 4&5:

  • connected learning which is often interest-driven
  • profit-oriented nature of the media ecosystem

With reference to participatory forms of education, cognitive scientists and behaviorists who research the process of learning and knowledge assimilation, construct theories and methods that end up to be examined and applied by educators, media theorists and educational software designers.

Why learning in the real world is less attractive/effective than the one taking place in a virtual or simulated environment?

First of all, the diversity of learners is the key to constitute well-balanced communities where students can interact and share knowledge. Along with the possibility to create their “digital selves”, their area of interests defines the subject of studies, improving the learning process, while standing for motivation and engagement. Furthermore, the pedagogical methods based on gaming and problem solving are likely to develop competition and offer a pleasant, entertaining experience towards well-formulated learning goals. Being a lifelong learning supporter, I would confess that my attention is mostly captivated when I interact with readings that represent my interests. In this context, I believe that learners may contribute to knowledge sharing through creative collaboration within networked learning. In other words, what if students and researchers edit Wikipedia entries related to their fields of interests, instead of debating on the accuracy of information found there or in Google results. At this point, I would like to refer to the misunderstandings concerning the free labor.

Why fans are engaged to sell out their creativity?

Well, in most cases media/internet users are not aware of the mechanisms of data extraction neither of the value of information. Students and researchers, activists and fans are the widest communities to be taken advantage of, along with the needs and trends of the current marketspace.

  • Educational institutions enrich their databases thanks to academic volunteers.
  • Companies and individuals using the mask of non-profit organization manage to form communities of activists to make profit.

Wouldn’t it be better and healthier to adopt ethical policies in the networked era?

Unfortunately, the digitization of information made it easy for us to share, ignoring the value of the shared content. This is why we should be more aware of the meaningfulness of participatory culture.

Participation & education

For this week’s blog I’ve read chapter 4&5 of the book ‘Participatory Culture in a Networked Era’ by Henry Jenkins, Mizuko Ito & Danah Boyd. They specifically talk about potential impact of digital media on learning (both inside and outside of school) and the importance of a literacy to handle the information that is out there on the Internet with care. As you can see this chapter is closely related to Rheingold’s Net Smart. I’ll talk focus here more on chapter 4.

The first part handles about the concept of learning and how it comes forth in the connected world and in traditional research. They argue that learning is a side effect of creative production. In their example they refer to how US anime fans (Japanese cartoons to sort of say, frequently based on manga) learned the Japanese language much more quickly than they would in a traditional school setting. However very few actually take this community-based learning to their school/career settings. A participatory classroom they say would be much better than the traditional authoritarian setting, as the students would feel much more compelled to learn.

I don’t deny that people learn much quickly about the things they have an interest in. However it would like to add a few nuances to it. In the first place I’m still a big advocate of the traditional ‘authoritarian’ education. It is important that kids in their way to becoming adults receive a certain basis of knowledge and are taught some of the basic fundamentals of society. In this way I think that traditional research still should have priority of participatory learning.

As stated above very few young people take their community based learning to the traditional school setting: a shift an out of school/work context to a in the school/work contest thus. I think the opposite is true as well however, in the sense that kids or even university students take what they learn in the traditional setting and find interesting outside of the school context. A student learning about a certain theory in his physics class or about a genre of books in his English class might go surfing on the internet and forums afterwards to learn more about it.

In their second part the three scholars talk about the information overload that is typical, but not exclusive, to the Internet. They argue for the need for a critical literacy in our handling of this information: knowing why certain types of information are more commonly found on the Internet and why. I honestly wholeheartedly agree with this statement. It is important that not just kids, but adults as well learn how to properly handle the digital media and its contents. This goes from having a critical mind when reading online stories to knowing how to properly protect your privacy online.

The statement that we should move away from thinking about the ‘they the media’ towards the ‘we the media’ holds true to a certain degree in the digital world. However traditional media still plays a very large role in today’s society and have also found their way to the online world. We have a lot more agency than ever before in our handling of the media. But this freedom is in a certain way still structured by the underlying boundaries of the traditional media.

While the work of Jenkins, Ito & Boyd is certainly a worthwhile one: participation is a major factor of today’s digital media, there is a need for a critical mindset and our power over in the media has never been so high. I find that at sometimes they are often a little bit too radical in their thinking. This was made clear in my thought on the participatory versus traditional school setting. But my thoughts on Wikipedia are another example of this. Wikipedia is perhaps one of the greatest inventions ever made, but the information it presents is in my eyes still inferior to that of academic papers.

Perhaps I’m not progressively minded enough, who knows. Only time will tell.

Kind regards,



My thoughts on Participatory Culture in a Networked Era by Jenkins, Ito, & boyd, chapter 4 and 5

Right of the bat, I`m gonna start with quote Mimi Ito, ” I feel fortunate to have been trained by a brilliant group of educational ethnographers and cognitive scientists while these approaches began to be taken more seriously by the educational establishment.”
Cognitive scientists is the key word here!

I would LOVE to see a major work of scientific research done on cognitive mapping of children presented with computer learning and game learning. Getting images of the brain in action is becoming increasingly easy these days, and cognitive mapping has seen a large increase in popularity and uses over the last decade or so. My initial thoughts are that from a educational perspective, having solid evidence in form of MRI and FMRI images of a brain in a learning environment with and without digital aides. I am very curious to look at the results of such a possible research and the conclusions it would show, does children use more or less of their cognitive abilities when faced with learning through gaming or not? Scientists out there, get to friggin work, make this happen asap so that I can quench my curiosity on the matter.


Further Ito mentions a research experiment concerning maths and the ability to put it to use in practical scenarios instead of abstract instances, using every day groceries as an example. The research she mentions concludes that people will have greater success of implementing maths in everyday scenarios instead of trivial calculations from a math book. To be honest, this is nothing new, and I`ll make a bold statement here; Everyone knows that “learn by doing” and using examples people can relate to always works better than random examples with little to no relation to those who are trying to solve it.
That is, everyone but those educational books you need for school ( at any level ). My personal experience is that those book used by the educational system are SHIT!. Yes, they provide everything you need to learn math, language etc etc, but they do it in such a bad and convoluted way, that it’s almost an embarrassment to the educational system. My feeling is that they literally shoot themselves in the foot by making educational tool so bad that it at times can have the opposite effect ( children with learning disabilities ).

It is almost as schools are afraid of using the tools at their disposal, talking here about computers and computer games and/or tablets. These are great tool if used properly. Yes they are expensive, and yes, schools are very poorly funded in comparison to what expectation we have to them. So its easy for me to sit here and say that schools need computer and tablets, and that they need to make them a part of their educational process. If it where up to me, then yes, schools would have these tools at their disposal, but sadly its up to the governments and their cohorts.


The discussion in chapter 4, on participatory learning and education, and how to survive the information overload that exists on the internet is following the thread left by Rheingold ( who they also mention in their discussion ). I have already written about this in an earlier blog post, so I wont bother to write about it in detail again, so I`ll just make a quick remark.
Participatory learning and education is worth its weight in gold, its is an unpolished gem that need way more attention than its given in educational settings today. And concerning the information overload and how to handle it; Tune your crap detector and browse with a bit of scepticism.

Danah Boyd talks about “who`s controlling the public narrative”, meaning the internet and how anyone can contribute. There is moderators on most if not all message boards and websites that offer ways of communication ( twitter, instagram, youtube, etc ). There has to be, to prevent the publishing and sharing of illegal items that would see the website shut down. She also mentions how politicians and activists celebrate getting a number of followers, and how random unknown teen can get millions of view and shares for posting sexual or grotesque content. This is the “silent majority” at work. The unheard millions of internet consumers that don’t have an activist or political agenda, and who are more than likely more interested in viewing and possibly sharing a graphic image or video than doing the same with  a political message.

The silent majority I would say, consists of 70-80% of the world’s population, it is those who have an opinion, but chooses not to share it. The remaining 20-30% are those that are vocal, those that makes themselves seen and heard, both online and in general. Out of those you have the 5% that are the extremists, those who not only are incredibly vocal, but also aggressively active in a certain area. I’m here talking about the far right/left politicians, the religious extremists, the misogynist and femnaziz. Those who are really putting themselves out there.
The silent majority are those who agree with a lot, but never all of that wich is broadcasted by the those who are most vocal. I can use myself as an example here; I am all for the feminist agenda, and the LGBT rights movement. But you will never find me at a rally for anyone of them, or see me posting or sharing anything related to this. I personally find that like me, most people to some degree agree with me. Of course women should have equal right, equal pay and equal educational and political possibilities, and of course members of the LGBT community should NOT be persecuted or discriminated against. Most of us agree with this, but since we are the silent majority, you`ll not know this unless you ask.
The issue here is that those who are most vocal on these subjects, are to extreme, and they are pushing people away from their agenda by being to aggressive and to far left/right.

Major digression from the topic here, sorry for that, but I feel that it is truly important that people understand and know of the term Silent majority, and what that entails.

So, back to point. Boyd writes a paragraph on the subject of people not knowing how or why algorithm work. The answer to this is quite simple, so simple in fact, that most academics do not see it as an answer. Can you guess it?
Most people don’t give a shit, really, they could not care less how google makes their search algorithms work, or how Facebook generates the information on your wall. “Dont know, dont care”. It is that simple, there is no nothing more to it. If it works, it works, why give it a second thought.


She also states that information is power, I disagree. information is useless if you do not know how to use it. Information is nothing without the tools to employ it. Therefor the quote should read “Knowledge is power”. This is more true, because it implies that you have the knowledge to use information, and when you can use information correctly, you have power. Perhaps a bit harsh to critique this, but she writes an academic text, and she should be aware of this, and not mistake information for knowledge. Knowledge is information, but information is not knowledge.


I’m realising now that I`ve only read the first 9 pages, and that I`m probably gonna write and rant on for pages and pages if Im gonna continue like this. So Im gonna end my blog post here, and save the rest of my thoughts for my class, so that we can have a fruitful discussion there aswell.

As always, feel free to leave comments if you have any.

Year of the Troll

Oh, crap…Way behind on my weekly blogging activity’s, and reading… my back-channeling on twitter or Slack has been non existing. Also, “The break” is temporary suspended, so much fishing the last two weeks, and some really good creative work on Troll App and Story Development. And loads of randomnez and some HF-Revy 2018 writing ideas.[meta:hours later (+days) this is not working out 22-27] So I’v Been trying to write..OK, not write,I now start the writing process.. So i been using a lot of time thinking about what to write for some time now, exhausting work,to much information. Also.. I found out about the assignment on Friday, but it was already due the day before. Not the best start for “a more reflective blog post that will introduce all of us to your interests and initial thoughts about your individual reseach to be incorporated into #ResNetSem”. Right until just 10 minutes ago I thought this blog-post were gonna start out as a answer to this : First, please freewrite (loose free-form writing, notes, visualizations, outlining, mindmaps, doodling, etc.) on what your research work might be in the DIKULT program and this seminar course. And then my blog post would take a more reflective turn and end out in a part two:Second, please turn your freewriting attempt into a more reflective blog post that will introduce all of us to your interests and initial thoughts about your individual reseach to be incorporated into #ResNetSem.  If there is something about your freewriting process that you would like to share out, you can always take a picture of the ideas generated there and incorporate it into your reflective blog post.
So today I should write a reflective blog post, about my interests, and then thoughts I might have about research (which i do now as a master student) who could be incorporate into #ResNetSem” ?

My initial thoughs are: “Not sure i understand” and “Fuck, why did I not push harder to get the BCI project as my Master project?” When has a “No I don’t think so, It would be hard to do” stopped me?” I guess it was these sentences that sold me “The Troll thing is much better! A locative narrative surrounding Troll culture and Norwegian folklore.” Well, what’s done is done! Let us now put aside all annoyances surrounding bad AAC systems and promising BCI research! let’s instead turn a positive focus towards for my Master Project: Trolls In Norway.

No life lessons today?

Read trough a mission statement, task description etc. at least two times, read carefully, don’t run of doing stuff to soon. a.k.a. Don’t become the sucker in these kind of tests, read all the way trough (and understand), before starting anything.  

I’v been working on this “Troll project” for many years now and it’s origins may be traced back to Christmas time of 2012. At that time the story and “ideas” were centered around Santa Claus, some magical “x-mas dust” and Norwegian gnomes. This correlation of ideas happen as a result of me working as a live  “Freaky Christmas Sock” in a shopping mall. It was the worst, even if the application process was very entertaining and inspiring. So because of this useless shopping center failing to make a cute character and at the same time, failing to give it a back story, i made my own. In the months following this holiday i did much work on story ideas who sat out trying to explain strange and unbelievable facts of the Christmas. At one point I were writing about Santa and Jesus as superheroes of the ancient Middle East. [Spoiler alert] Judas is Santa and the world as we know it is based on a gigantic conspiracy. Exciting, I know, and then all of a sudden the story got buried, “add appropriate cliche”.

It is strange how I, you, me sometimes stay active for hours, days ,”working on” expanding or imagining new layers and version of some idea. All that energy “gushing” all over the place, no escaping it. At times, I even do some hard work, for a few hours, before it’s back to the fantasy reality where all versions and options is a possible solution to an idea.

At all times, part of this project has been in development. At least it feels like this, in one way or another. It’s origins might actually date back to the Christmas of ’88. Hard to be exact, but the need for entertainment and knowledge has always been  strong interests of mine.

At this point, in this context, the “entertainment and knowledge” solutionary idea is represented by the names Trolls in Norway or Troll i Norge. This is basically just a Norwegian and English domain,but behind this two names is a huge pivoting of what the idea should become. Back in 2013 i had this webdesign class where me and 2 girls made an early beta of my Troll Portal idea. The coding sucks, so does the design, probably the text to.. Even so.. there are parts here which ends up as elements which I will continue to research (and collect) in my Master Project.

Alrighty then! So what is the master plan?

Yhea, about that…It’s kind of hard to explain it all, at this hour. May I please try again in a later blog post?

OK, you underachieving Chicken!

So I guess we’ll come back to the whole master plan and how my research can be used in relations to Networked Learning or some other researchy thing. Yes later,  but even so.. I can’t seem to make up my mind as what to write or in what way i should head.  I also need to read chapter 5 before class..And blog about it. And to be quite frank here, i am not even sure i get the whole #ResNetSem Twitter thingy. Well I kind of do, ish. But I still have some huge issues about the participatory side of it all.. I need to publish, I need to tweet,  i need to be active, i need to sleep, NOW!


Learning with video games

In the introduction to chapter 4 of Participatory Culture in a Networked Era, “Learning and Literacy”, Mimi Ito writes about “Learning in the wild”. This view of learning argues that the traditional view of learning – that learning involves the passive receiving of information – is outdated. Learning is something that also, and possibly more efficiently, happens in the real world. Ito uses math as an example, and how people can figure out math in real world examples, such as grocery shopping and measuring ingredients.

While I think there is a necessity for traditional learning, I agree with the view presented by Mimi Ito. But I would like to make a case for non-real world, real world learning. By that, I mean the fake worlds of video games. A few weeks ago in class, the subject of learning ethics using the video game “The Walking Dead” came up in discussion. And while I think that this is a great example of using video games in a teaching situation, I feel it barely touches the surface of the possibilities of learning through video games.

But first, I must specify that learning doesn’t have to just be about facts. It’s about building a mental world, with lots of room for facts to be attached to later. As an example, consider the turn based strategy game “Civilization”. The player controls a nation from the dawn of civilization to the modern age. But does that make it a good game for learning history? There are, after all, very little historical facts.

I would argue that a game like civilization, while not presenting a lot of historical facts, allows the player to create a mental image of the history of the world to attach facts to later. First of all, the names of the civilizations and their starting locations, teaches the player about long lost peoples and nations, and their geographical location. Secondly, the technologies the player researches tells a story of the technological development of mankind.

Civilization does not teach history. But when a civilization-player learns about, as an example, the Mongols of the Middle Ages for the first time, he will already have a mental representation of the Mongols in the game: “those purple guys who take over Asia and who are very difficult to have a peaceful relationship with”. This previously unknown people will have already been implemented into the players mental representation of world history.

Mental world-building can happen in a number of games – not just strategy games. And they don’t have to be historically or factually accurate, as long as they create a world for facts and knowledge to be put into.

Mimi Ito writes about participation and learning. Participation, production, collaboration and community organizing can also be vital part of video games in the modern, connected world. People create and learn about architecture through games like Minecraft, and they organize themselves and practice politics through online games like Ark and World of Warcraft.

The Greek and Roman systems of mnemonics focused on creating mental worlds in which to place representations of things that needed to be remembered. With video games, the mental world are built for us. And in stead of being static places, they are vivid, narrative worlds with plenty of space for factual pins where information can be attached and remembered.


Your own research (in a networked era)?

Hope you have been enjoying the unusual week in Bergen.  😉 In the spirit of the #Bergen2017 meme heard round world, I am posting this viral classic to mark our passage of time this week.  I am sure you have seen this more than enough times already…

I have been catching the different races sort of by happenstance all week, as I move through the city to get from point A to point B.  I am impressed by the enthusiastic (and orderly) fans, and their general equanimity in encouraging the racers from every nation.  This has definitely been a week to remember in terms of Norwegian hospitality (and no-nosense security ;).

So, …I am truly inspired having recently read this last batch of blogs.  I think they are chuck full of great ideas which I hope to pick up on in dynamic conversation next Thursday.  I am looking forward to imagining what kind of final project we can pull together that would showcase your individual research work.  I certainly hope that whatever you design for research development and writing in #ResNetSem will become a formative step in your thesis work overall.

For next Thursday, please read selections Participatory Culture in a Networked Era by Jenkins, Ito, & boyd:  Chapters 4 & 5.  Please also blog your reflection regarding that reading before class on 28/9/17.  Next week’s class will be a key moment in attempting to weave a sense of your own individual interests into our overall discussion of networked culture.  We will work with the tool “Feedly” and think about building out a Lit Review for each of your individualized topics as you further narrow them down and devise a plan for research within the context of this #ResNetSem seminar.  In addition, I hope we can revisit the latter half of the Course Calendar and start to plan for each of your own individual presentations/contributions to the seminar (more on this when we are together Thursday).

**Remember that the week after next (5/10/7), we will have an opportunity to speak with Henry Jenkins and Mimi Ito, our own Alan Levine (#ResNetSem co-director), and some of the Kean University #ResNetSem grad students.  The conversation will take place from California live at the Digital Media and Learning conference held at the
University of California in Irvine. This means that for us, it will be a late-night screen hangout (for those of us who choose to participate).  I am hoping that I can get at least three of you to join in.  Looking forward to seeing you on Thursday!


MA Thesis Brainstorm – Interests and Ideas

Today I am supposed to write about my Digital Culture research and expose my interests and ideas that will eventually form the subject of my MA Thesis. There is a wide range of topics that have caught my attention and I often find myself trapped in a general, almost chaotic field of research. I am grateful to my professors and colleagues that helped me realize that it is essential to build a concrete research question that would be worthwhile and meaningful to explore. In order to face this weakness of mine I had to track and observe my thoughts on a daily basis; this has been my personalized mindmap and it will hopefully results in a fruitful MA work.


The tags above represent my interests. Writing down a list of keywords in a spreadsheet has been part of my daily routine. I precategorized my interests in the following areas:

  • technology: my list of interests concerning applied forms of new technologies
  • intention: needs and improvements related to the use of new technologies
  • research topic: questions that I deal with in the context of digital culture
  • product/service: usable applications of new technologies
  • structure: frameworks deriving from technology usability and social interaction

Once I have a thought about my MA work, I check my list of interests and I try to find possible correlations between them. Therefore, I keep on creating nodes and edges saved as spreadsheets and today I imported them in GEPHI to visualize my reflections.

So far, it seems that I am mostly interested in exploring the intention behind the usability of technology and how it is related to my possible research questions.


Visualizing my ideas had been a vital touch of brainstorming for my MA work.


Ruminations on a Master Thesis.

I’ve been thinking a lot about this sort of digital apathy I struggle with online. You see it a lot more these days, or maybe more accurately; you don’t.
I seem to find an increasing amount of echo chambers and people with radical beliefs online, beliefs that very often seem to be downright wrong, either morally or just from a factual standpoint. I remember back when Facebook was new, there was always people challenging other’s views. If someone had an extreme view of an issue, or posted articles that seemed to be fake, someone would always take the time to debate the original poster and at least try to prove him/her wrong. That seems to have changed. There seems to be more and more people who refuse to acknowledge other people’s opinion or presented facts, and through a sort of cognitive dissonance fall victim to their own confirmation bias.
I’m part of the problem, as I used to give a damn. Now I just don’t feel it’s worth it.

I call this digital apathy and it’s something I think I could write about in a master thesis.

In the context of making something, well, I would write and research this topic—that’s sort of like making something, right?
It’s at least something that could feasibly be done, while, I think, still being somewhat interesting to an outside reader. It would incorporate social media and how we connect (or don’t) to each other online. Use examples and perhaps interviews with people on different sides. I could look at different online communities where this digital apathy has perhaps not manifested, like some places on reddit and twitter
Another, perhaps a bit more practical idea I have, is to create a webpage, sort of like craigslist that connects sessions musicians together. We’ve reached a point where a lot of bedroom musicians have the technology to produce high quality recordings in their home. This could be utilized. Usually a professional session musician would cost you a lot of money, and you’d have to supply the equipment and studio, but through a bidding system, you could find people that could do it for far less and still retain the high quality of a studio session musician.
This could create lasting friendships or professional relations, and a network of increasingly more people could rate each other’s contributions.

Assortment of ideas for MA thesis

This weeks post will be a little different, instead of writing my thoughts on a reading,  I will rather write about my ideas for my masters thesis. Something in the realm of what I`d like to write about, what expectations I have, and just general ideas on the subject.

There are plenty of things I would like to write about, but I have to focus on my goal, which is to use my masters to get a job. Of course the best possible outcome would be to write just what I want, and then use that to land my dream job, but lets be real for a second, that will probably never happen. So instead I need to focus on areas that can lead to, or lead me towards getting a job.
I would love to work in the E-sports scene, one of my possible dream jobs, and I already wrote my bachelor thesis on E-sports, so I`ve already got a good understanding of what this topic entails. But the job marked within E-sports is limited, and since I have a wife and kid, Im locked to the Bergen area, so that narrows down my possibilities by a good margin.

A different theme I would love to work with, that I have some experience with, is User Experience and User interface, especially tailored towards the end user of a product. My background from digital culture from UiB, and the dfferent subjects taught there give me a distinct skillset that not many other have. Not only have I taken a course in User Experience, but I`ve also had courses in digital ethics and rhetorics. Something that is a bit more uncommon then UE education. Something in App development or web development would suite me just fine, and would also fit nicely with my background.

One idea that I`ve kind of dropped the more I thought of it, is writing my masters on the use of statistical analasys of Big Data withing the gaming community, and how stat-tracking now is a major thing in both balancing and promotion. The downside here is that it requires a good deal of maths, and a very mathematical approach to it, something I am severely lacking…

On a side note, I did really enjoy reading Rheingolds book NetSmart: how to thrive online. Which peaked my interest for writing about online precense and safety for both children, adults and parents. A sort of “Digital safety for dummies” if you would. Though I would like to make a point of it being key theories, and not spesific points, since they will cease to be relevant sooner then later. So with that in mind, I think that would be a nice thing to do aswell. Perhaps make it a sort of guide more then a rulebook.

Those are my main ideas for a MA thesis, atleast those I think I`d be able to actually find relevant information and write about.
What do you think would be a good MA thesis within the realm of digital Culture? Please comment if you have a gold nugget of an idea.

My vision on my masters thesis

What are you interested in researching for your MA work?

I’ve been thinking a lot of what I want to research in my masters thesis. First and foremost my topic of preference would be someting to do with the gaming industry. I’ve thought about doing something in terms of businessmodels or development models in videogames. The problem however is that this is thus far a veru unexplored topic, so it wouldn’t be easy as a normal MA student to find sufficient supporting literature. Another topic that interests me in the gaming industry is the social interactions that go on in online worlds. For exmaple, do people consider others online that they play with as their friends? To what degree do they have contact with them outside of the game, but through other online channels like Facebook? What is their stance on letting someone whom they’ve never met in real life know their real name, university, adress, etc.? How do they think about their online peers in comparison to the people they know in real life? Do they trust their online peers more on certain topics that they wouldn’t trust their real life friends with?

As you see there are a lot of question that come to my mind when talking about what I would like to research. I haven’t decided yet on what specifiec direction I want to take with it. I would very much appreciate being able to talk to a scholar/professional on research on gaming to see what topics are maybe already exhausted or which ones aren’t. Since the University of Brussels does not really have someone that it focused on the gamingindustry, I haven’t been able to find this person.


What are you interested in making in the context of your MA work?

I’m not sure what is meant by this question, but I guess the first thing that should be on my list is a scientific paper as that is the essential part of the masters thesis. An interesting approach to the research would be to maybe make some kind of an online forum with the people who are participating in the empirical part of my research. That way, like a focus group, the participants can discuss among each other to give me some deeper insights in what they think about the topic. This could also alleviate some of the common pitfalls when it comes to focus groups, like trying to get people together in one place at the same time. Plus, with a setup like this the discussion isn’t limited to a few hours but it can keep evolving for weeks straight.

Another thing that would be nice to ‘make’ in terms of my MA work, is a sort of academic network. As I said before I don’t have contact with any scholar that is specialised in research on the videogaming industry. Being able to develop a network with these kinds of people would surely help my thesis along the way. Nice insights might arise, they could give more context/nuance to certain concepts, etc.


In what ways can you use, develop, or incorporate networked learning or some aspect of the networked effect in your MA research work?

As stated above a kind of online forum might be a good way to use networks to furter my research as well as the academic network. I guess the latter could be considered as some kind of networked learning since I would gain more knowledge through interacting with people who are more familiar with the field of research.


With Kind Regards