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Children gain authority by mastering the digital interface to coordinate group play.
Key finding. IoT-enhanced equipment in playgrounds leads to the emergence of a 'gamemaster' leadership role.
The paper by Andreas Bergqvist and Jon Back, published in Transactions of the Digital Games Research Association (July 29, 2024, Vol. 6 No 3), explores how re-programmable, IoT-enhanced playground artefacts can shape social dynamics and power structures in outdoor play. The authors designed three wireless insect-shaped artefacts and a tablet-based drag-and-drop programming interface. Twenty children aged eight to ten, in five groups of four Swedish scout-troop members, were given 15 minutes per group to explore the prototype. Data came from observations, log files, video, and group interviews, analysed through inductive thematic analysis.
The analysis found that in each group one participant took on an implicitly defined leadership role, which the authors call the gamemaster. This role centred on the tablet, and the participant who first showed control of the prototype typically emerged in it. The gamemaster focused on helping and coordinating rather than overseeing, managing turn-taking and instructing others to press buttons. The role persisted when the tablet was passed on.
The authors also observed that the tablet engendered a sense of ownership and was passed between users as something used by one person at a time, while the artefacts were seen as a common resource. They attribute this partly to the tablet's portability and touchscreen, which required the group to gather closely around it.
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