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Routes and roots to knowing in Shaun White’s snowboarding road trip: A mycorrhizaic approach to multisensory emplaced learning in exergames
Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, Forskningsgruppen för pedagogisk idrottsforskning.ORCID-id: 0000-0003-1230-3415
Örebro universitet.
Högskolan i Skövde.
Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, Forskningsgruppen för pedagogisk idrottsforskning.ORCID-id: 0000-0001-6629-613x
2019 (engelsk)Inngår i: Scandinavian Sport Studies Forum, ISSN 2000-088X, E-ISSN 2000-088X, Vol. 10, s. 251-278Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

This article explores learning during game-play of a snowboarding video game intrigued by questions raised in the wake of the increasing mediatisation and digitisation of learning. Correspondingly, we answer to calls for more suitable metaphors for learning to cater for the entangled learning processes that changes related to the increase of digital media may infer. Using a short term sensory ethnography approach, we elaborate on the idea of multisensory emplaced learning and propose an organic metaphor – mycorrhiza – to both methodology and learning. Mycorrhiza refers to a symbiotic relationship between fungi and roots of plants in its environment where fungi are the visible effects of the mycorrhiza. The metaphor provides a way to start to unpack sensory, visual and embodied aspects of learning in the complexities of the digital age. By elaborating on the mycorrhizaic concepts fungus, soil, growth, mycelia and symbiosis we show three interrelated ways of moving through this game: (i) a social and cultural route, (ii) a competitive route, and (iii) an experiential route. With help of the metaphor we discern the symbiotic relations between what appeared in our empirical material as visual and other human and non-human aspects of emplacement.

sted, utgiver, år, opplag, sider
Malmö University , 2019. Vol. 10, s. 251-278
Emneord [en]
exergaming; sensory ethnography, digitalization; methodology; learning
HSV kategori
Forskningsprogram
Samhällsvetenskap/Humaniora
Identifikatorer
URN: urn:nbn:se:gih:diva-5925OAI: oai:DiVA.org:gih-5925DiVA, id: diva2:1373101
Prosjekter
TV-spel som hälsofostran
Forskningsfinansiär
Swedish Research Council, 721-2010-16Tilgjengelig fra: 2019-11-26 Laget: 2019-11-26 Sist oppdatert: 2019-11-28bibliografisk kontrollert

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