Pokemon Odyssey: The role of journey in new technology game playing

Thomas Lowrie, Susan Clancy, Melanie Bowman

Research output: Book chapter/Published conference paperConference paper

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Abstract

New Technologies have provided us with the opportunity to consider the role of the journey in fantasy contexts in ways that go beyond traditional notions of passage and journey. This paper, which is part of a larger study, draws on sociological, mythological and fantasy literature about the role journey plays in real contexts and fantasy worlds in order to make sense of the idea of a journey in game-playing situations. This investigation examines how one enthusiastic young player of the technology-based Pokemon fantasy game relates to the journey process and in particular the manner in which maps as artefacts are used to successfully complete the journey
Original languageEnglish
Title of host publicationAARE2005
Subtitle of host publicationCreative Dissent: Constructive Solutions
Place of PublicationSydney, Australia
PublisherAustralian Association for Research in Education
Pages1-11p (low04847)
Publication statusPublished - 2005
EventAustralian Association for Research in Education International Education Research Conference: AARE 2005 - Sydney, Australia, Sydney, Australia
Duration: 27 Nov 200501 Dec 2005

Conference

ConferenceAustralian Association for Research in Education International Education Research Conference
CountryAustralia
CitySydney
Period27/11/0501/12/05

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    Lowrie, T., Clancy, S., & Bowman, M. (2005). Pokemon Odyssey: The role of journey in new technology game playing. In AARE2005: Creative Dissent: Constructive Solutions (pp. 1-11p (low04847)). Australian Association for Research in Education.