To read this content please select one of the options below:

Case Study 4 – Rhizomic Ethnography: Exploring the Lived Experience of an After-school Minecraft Club

Chris Bailey (Sheffield Hallam University, UK)

Repositioning Out-of-School Learning

ISBN: 978-1-78769-740-9, eISBN: 978-1-78769-739-3

Publication date: 21 January 2022

Abstract

In this chapter, I describe a project that sought to explore the ‘lived experience’ of a group of children engaged in on- and off-screen play, during an after-school Minecraft Club. Building on established research methodologies, an approach that I called ‘rhizomic ethnography’ was developed to study this complex site of play. Drawing on the work of Deleuze and Guattari (1987), I demonstrate how this suite of participatory, playful and multimodal approaches, including use of video, comic strips and virtual model making, helped to illuminate the children's collaborative creation of a ‘virtual community’. I explain how employing a range of methods, which often emerged during the process of research, allowed for unexpected meanings to develop and, therefore, afforded new insights into the nature of children's play. Here, I also seek to demonstrate how taking an adaptive and playful approach to research, working in synergy with the research context, could have affordances for examining other examples of children's playful, social interactions.

Keywords

Citation

Bailey, C. (2022), "Case Study 4 – Rhizomic Ethnography: Exploring the Lived Experience of an After-school Minecraft Club", Rose, J., Jay, T., Goodall, J., Mazzoli Smith, L. and Todd, L. (Ed.) Repositioning Out-of-School Learning (Emerald Studies in Out-of-School Learning), Emerald Publishing Limited, Leeds, pp. 49-59. https://doi.org/10.1108/978-1-78769-739-320211005

Publisher

:

Emerald Publishing Limited

Copyright © 2022 Chris Bailey. Published under exclusive licence by Emerald Publishing Limited