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The genre of massively multiplayer online role-playing games has become increasingly popular with adolescent males. While researchers have studied the social aspect of online role-playing games, there is little known about the metacognitive and self-scaffolding processes that players engage in as they navigate these digital immersive environments. This case study focuses on the experience of an adolescent male gamer as he develops his knowledge, selfawareness and virtual identity.
Metacognition, Self-Scaffolding, Immersive Learning, MMORPG, Gaming, Virtual Identity, Observational Case Study
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Recommended APA Citation
Monem, R. (2015). Metacognition and Self-Scaffolding in MMORPGs: Case Study of an Adolescent Male Gamer. The Qualitative Report, 20(4), 454-465. https://doi.org/10.46743/2160-3715/2015.2121
Quantitative, Qualitative, Comparative, and Historical Methodologies Commons, Social Statistics Commons