Configuring the Child Player
Datos Bibliográficos
| ID | 5338089 |
|---|---|
| Autores | Sara M Grime, Sara M Grimes (0000-0002-6849-3740, University of Toronto, Toronto, Ontario, Canada, autor de correspondencia) |
| Año | 2015 |
| Volumen | 40 |
| Número | 1 |
| Páginas | 126-148 |
| Fecha de publicación | 2015-01-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Science Technology & Human Values (JOURNAL) |
| Identificadores de la revista | ISSN: 0162-2439 • E-ISSN: 1552-8251 |
| Editorial | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/0162243914550253 |
| OpenAlex | W2168002528 |
| Idioma | EN |
| Citas recibidas | 9 |
| Referencias citadas | 38 |
Scholars from various disciplines have explored the powerful symbolic function that children occupy within public discourses of technology, but less attention has been paid to the role this plays in the social shaping of the technologies themselves. Virtual worlds present a unique site for studying how ideas about children become embedded in the artifacts adults make for them. This article argues that children's virtual worlds are fundamentally negotiated spaces in which broader aspirations and anxieties about children's relationships with play, technology, consumer culture, and the public sphere resurface as "configurations" of an imagined, ideal child player. The article begins with a brief overview of the children's virtual worlds phenomenon, followed by a discussion of related research on children's play and play technologies. Findings from a case study of six commercial, game-themed virtual worlds targeted specifically to children are then presented, with a focus on how these artifacts configure their child players in highly ideological and normative ways, wherein play is narrowly defined in accordance with a neoromantic, consumerist ethos. The article aims to uncover the hidden politics inscribed within a particular genre of children's technology and to explore some of the implications for children's digital play
Aesthetics · Epistemology · Ethos · Human–computer interaction · Ideology · Inscribed figure · Metaverse · Normative · Political science · Politics · Sociology · Virtual reality · Child Development and Digital Technology · Computer Science · Digital Games and Media · Gender, Feminism, and Media
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Unit Operations
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Toward a Definition of “Virtual Worlds”
Beyond Management
Young Children’s Play in Online Virtual Worlds
Hanging out in Runescape’
Playing by the market rules
Domesticating Barbie
Television and playground games as part of children's symbolic culture
Endangered childhoods
Literacy‐lite in BarbieGirls TM
The Children's Culture Reader
Between Need and Desire
Configuring the User as Everybody
Expectation and Mobilisation
Commodifying Children
Gaming and Territorial Negotiations in Family Life
Toying with the world
Toys as Culture
No Sex Please, We Are Finite State Machines
The Assemblage of Play
Events and Collusions
Communication, Coordination, and Camaraderie in World of Warcraft
Well Played
| Obras citantes distintas | 9 |
|---|---|
| Citas por año | 0,9 |
| Intervalo de citas | 2016 - 2025 (10) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 8 |