ANT 4034 Study Guide - Final Guide: Informal Learning, Free Market, Structural Violence

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23 Apr 2016
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Virtual world: a computer generated physical space, usually applied to video games, debate about where this world ends . Avatar: an icon or figure which represents an individual in the context of the virtual world, most often used in video games. Boundary debate: debate regarding the extent of a virtual world, does the world extend past the virtual realm, many theories regarding this subject. Magic circle: johan huizinga, a safe place to learn life skills without real life consequences, often applied to video games but also applicable to offline games. Social research: large groups, stable digital environment, variety in the community, available statistics. Virtual ethnography: an ethnography which is conducted within a virtual environment. Affinity spaces: a location where informal learning takes place, virtual or physical, people gather because of shared interests. Inductive approach: collect all data, various data types, recognize themes, oppose deductive approach. Thematic saturation: multiple instances of a certain theme.

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