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Jane Mavoa

Dados Biográficos

ID131234
NOMEJane Mavoa
PRENOMESJane
SOBRENOMEMavoa
ASSINATURAMAVOA J
AFILIAÇÕESThe University of Melbourne
ORCID0000-0003-0132-8019
VERIFICADOSim
TOTAL DE OBRAS6
TOTAL DE CITAÇÕES17
TOTAL COMO AUTOR6
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2017
ANO MAIS RECENTE DE PUBLICAÇÃO2025
ÍNDICE H2
  • Studying the datafication of Australian childhoods

    Open Access•Luci Pangrazio, Jane Mavoa•ARTICLE•Media International Australia•2025•Referências: 32

    The home is a crucial site of young children's early encounters with digitally connected technologies. It is here that their emerging digital footprints are being formed and where digital data about them is being produced then collected, analysed and commodified in varying ways. While much is speculated about the rise of intelligent assistants, baby monitors, connected toys and goods, there is little quantitative information available about what …

  • It’s About Safety Not Snooping”

    Open Access•Jane Mavoa, Simon Coghlan et al.•ARTICLE•Surveillance & Society•2023•Citada por: 4•Referências: 8

    Families are increasingly using new apps and devices that provide detailed information about the location and activities of children and other family members. While typically performed for benevolent reasons such as maintaining child safety, tracking technologies like Life360 and Find My iPhone raise concerns about snooping and surveillance. This paper examines parental behaviours and attitudes towards this controversial practice via an online su…

  • Children's perspectives and attitudes towards Fortnite 'addiction

    Open Access•Marcus Carter, Kyle Moore et al.•ARTICLE•Media International Australia•2020•Citada por: 2•Referências: 32

    Playing digital games is increasingly pathologized as an addiction or a disorder, but there is limited research into the impact of game addiction discourse on children who play digital games. In this article, we present results from a study into the digital play of twenty-four 9-14-year-olds, attending to our participants' perspectives and attitudes towards 'game addiction' and how it interacts with their play and identity. Focused primarily on t…

  • Situating the Appeal of Fortnite Within Children's Changing Play Cultures

    Open Access•Marcus Carter, Kyle Moore et al.•ARTICLE•Games and Culture•2020•Citada por: 2•Referências: 30

    Fortnite is a massively multiplayer online "battle royale" game that rapidly grew in 2018 to become one of the most popular digital games in the world, with a reported peak of 10.8 million concurrent players and 250 million registered players in March 2019. Based on 24 interviews with young people aged 9-14 (17 boys and 7 girls), this article sets out to provide an account of the appeal and experience of Fortnite. While it is impossible to pinpoi…

  • Constructing the young child media user in Australia

    Jane Mavoa, Martin Gibbs et al.•ARTICLE•Journal of Children and Media•2017

    Children’s use of screen-based digital media is presently a topic of intense public debate. In this paper we present the results of a discourse analysis of Facebook comments responding to the proposal that iPads be used by children in early years education. We found that respondents typically drew upon one of three core stances to talk about children and screen-based media use. Of these, the most dominant stance posited that children’s “screen ti…

  • Children and Minecraft

    Open Access•Jane Mavoa, Marcus Carter et al.•ARTICLE•New Media & Society•2017•Citada por: 9•Referências: 3

    Digital games such as Minecraft currently hold a position of significance in the media diets of many children. However, little is known explicitly about just who plays, with whom and how. This article presents the quantitative results of a survey of 753 parents of children aged 3–12 years about their child’s engagement with Minecraft. Our results establish Minecraft as the dominant digital game title played by this age group, particularly on tabl…

  • Children and Minecraft

    Open Access•Jane Mavoa, Marcus Carter et al.•ARTICLE•New Media & Society•2017•Citada por: 9•Referências: 3

    Digital games such as Minecraft currently hold a position of significance in the media diets of many children. However, little is known explicitly about just who plays, with whom and how. This article presents the quantitative results of a survey of 753 parents of children aged 3–12 years about their child’s engagement with Minecraft. Our results establish Minecraft as the dominant digital game title played by this age group, particularly on tabl…

  • It’s About Safety Not Snooping”

    Open Access•Jane Mavoa, Simon Coghlan et al.•ARTICLE•Surveillance & Society•2023•Citada por: 4•Referências: 8

    Families are increasingly using new apps and devices that provide detailed information about the location and activities of children and other family members. While typically performed for benevolent reasons such as maintaining child safety, tracking technologies like Life360 and Find My iPhone raise concerns about snooping and surveillance. This paper examines parental behaviours and attitudes towards this controversial practice via an online su…

  • Children's perspectives and attitudes towards Fortnite 'addiction

    Open Access•Marcus Carter, Kyle Moore et al.•ARTICLE•Media International Australia•2020•Citada por: 2•Referências: 32

    Playing digital games is increasingly pathologized as an addiction or a disorder, but there is limited research into the impact of game addiction discourse on children who play digital games. In this article, we present results from a study into the digital play of twenty-four 9-14-year-olds, attending to our participants' perspectives and attitudes towards 'game addiction' and how it interacts with their play and identity. Focused primarily on t…

  • Situating the Appeal of Fortnite Within Children's Changing Play Cultures

    Open Access•Marcus Carter, Kyle Moore et al.•ARTICLE•Games and Culture•2020•Citada por: 2•Referências: 30

    Fortnite is a massively multiplayer online "battle royale" game that rapidly grew in 2018 to become one of the most popular digital games in the world, with a reported peak of 10.8 million concurrent players and 250 million registered players in March 2019. Based on 24 interviews with young people aged 9-14 (17 boys and 7 girls), this article sets out to provide an account of the appeal and experience of Fortnite. While it is impossible to pinpoi…

  • Constructing the young child media user in Australia

    Jane Mavoa, Martin Gibbs et al.•ARTICLE•Journal of Children and Media•2017

    Children’s use of screen-based digital media is presently a topic of intense public debate. In this paper we present the results of a discourse analysis of Facebook comments responding to the proposal that iPads be used by children in early years education. We found that respondents typically drew upon one of three core stances to talk about children and screen-based media use. Of these, the most dominant stance posited that children’s “screen ti…

  • Children and Minecraft

    Open Access•Jane Mavoa, Marcus Carter et al.•ARTICLE•New Media & Society•2017•Citada por: 9•Referências: 3

    Digital games such as Minecraft currently hold a position of significance in the media diets of many children. However, little is known explicitly about just who plays, with whom and how. This article presents the quantitative results of a survey of 753 parents of children aged 3–12 years about their child’s engagement with Minecraft. Our results establish Minecraft as the dominant digital game title played by this age group, particularly on tabl…

  • Children's perspectives and attitudes towards Fortnite 'addiction

    Open Access•Marcus Carter, Kyle Moore et al.•ARTICLE•Media International Australia•2020•Citada por: 2•Referências: 32

    Playing digital games is increasingly pathologized as an addiction or a disorder, but there is limited research into the impact of game addiction discourse on children who play digital games. In this article, we present results from a study into the digital play of twenty-four 9-14-year-olds, attending to our participants' perspectives and attitudes towards 'game addiction' and how it interacts with their play and identity. Focused primarily on t…

  • Situating the Appeal of Fortnite Within Children's Changing Play Cultures

    Open Access•Marcus Carter, Kyle Moore et al.•ARTICLE•Games and Culture•2020•Citada por: 2•Referências: 30

    Fortnite is a massively multiplayer online "battle royale" game that rapidly grew in 2018 to become one of the most popular digital games in the world, with a reported peak of 10.8 million concurrent players and 250 million registered players in March 2019. Based on 24 interviews with young people aged 9-14 (17 boys and 7 girls), this article sets out to provide an account of the appeal and experience of Fortnite. While it is impossible to pinpoi…

  • It’s About Safety Not Snooping”

    Open Access•Jane Mavoa, Simon Coghlan et al.•ARTICLE•Surveillance & Society•2023•Citada por: 4•Referências: 8

    Families are increasingly using new apps and devices that provide detailed information about the location and activities of children and other family members. While typically performed for benevolent reasons such as maintaining child safety, tracking technologies like Life360 and Find My iPhone raise concerns about snooping and surveillance. This paper examines parental behaviours and attitudes towards this controversial practice via an online su…

  • Studying the datafication of Australian childhoods

    Open Access•Luci Pangrazio, Jane Mavoa•ARTICLE•Media International Australia•2025•Referências: 32

    The home is a crucial site of young children's early encounters with digitally connected technologies. It is here that their emerging digital footprints are being formed and where digital data about them is being produced then collected, analysed and commodified in varying ways. While much is speculated about the rise of intelligent assistants, baby monitors, connected toys and goods, there is little quantitative information available about what …

Child Development and Digital Technology (6 obras) · Psychology (6 obras) · Political science (5 obras) · Impact of Technology on Adolescents (4 obras) · Media studies (4 obras) · Sociology (4 obras) · Computer Science (3 obras) · Digital Games and Media (3 obras) · Internet privacy (3 obras) · Law (3 obras)

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