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    Playing the Game, or Not: Reframing Understandings of Children’s Digital Play

    77516.pdf (1.439Mb)
    Access Status
    Open access
    Authors
    Magladry, Madison
    Willson, Michele
    Date
    2019
    Type
    Journal Article
    
    Metadata
    Show full item record
    Citation
    Magladry, M. and Willson, M. 2019. Playing the Game, or Not: Reframing Understandings of Children’s Digital Play. Cultural Science. 11 (1): pp. 104-110.
    Source Title
    Cultural Science
    DOI
    10.5334/csci.127
    ISSN
    1836-0416
    Faculty
    Faculty of Humanities
    School
    Faculty of Humanities
    URI
    http://hdl.handle.net/20.500.11937/77315
    Collection
    • Curtin Research Publications
    Abstract

    Everybody seems to have an opinion about the value, risks and opportunities of children playing digital games. Popular media conveys messages to parents and the public alike of addicted, violent, desensitised, and anti-social children and of the privacy risk of back end data collection. Educationalists waver between seeing digital games as hindering more positive educational, social and physical activity, or as being a new way to engage students and improve learning outcomes. Parents are in fear of the ‘dangers’ of gaming and screen time yet enticed by the educational promise and the entertainment value of keeping their children occupied. Game developers see opportunities for data collection, surveillance and for nudging children’s behaviour and purchases. Many of these fears, hopes, and hype are replaying older tropes that circulate around any new technology, media forms and associated changes in practices, but are amplified further by having children as their central focus. Indeed, all of these stakeholders in children’s futures have particular understandings of what is good for children and what an ideal child should be. Yet children are not docile bodies who simply have things happen to them: they subvert, appropriate and innovate. This paper is a call for an exploration of what and how children’s digital gaming looks like from a child’s perspective and for a reframing of understanding children’s digital play as a result.

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