Harrison W See
Biographic Data
| ID | 3534178 |
|---|---|
| NAME | Harrison W See |
| GIVEN NAMES | Harrison W |
| FAMILY NAME | See |
| SIGNATURE | SEE H W |
| AFFILIATIONS | Edith Cowan University |
| ORCID | 0000-0002-7349-0077 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Analogising Art Practice as Gameplay
While video games are undeniably informed by the cultural and artistic traditions that precede them, this article outlines how video games can inform contemporary painting by discussing how a practice-led integration of video games that analogises art practice as gameplay can facilitate a pluralistic approach to storytelling. The story explored here was informed by my reflections on prior encounters of cross-cultural collaboration as informed by …
“No screens before two”
Digital parenting guidance often fails to reflect early caregiving realities, particularly for first-time parents navigating screentime. Although professional guidelines have shifted from rigid time limits toward co-engagement and content quality, these shifts are inconsistently communicated and poorly absorbed into public discourse. Meanwhile, technopanic narratives fuel confusion, guilt, and social judgement. While some studies link extended sc…
Australian Teen Voices on Age Verification and Age Assurance Measures
Age verification and age assurance technologies, including biometrics, facial recognition software and digital identification, have been explored as potential measures to restrict access of young people to social media and sexually explicit media (SEM), including pornography. However, there is limited data regarding how teens targeted by such restrictions feel about such strategies. Drawing on qualitative interviews with Australian teens and pre‐…
Experience
‘Experience’ is at the core of how we interact with our digital and material worlds. In this issue, the notion of ‘experience’ is examined through engagement with digital media and culture. As contemporary lifestyles continue to blur the distinction between digital and material spaces, hybrid experiences are becoming ubiquitous as access to real-world events and services often requires an accompanying app or online profile. Human experience is no…
Do parents ‘know best’ when it comes to their teenaged children’s experiences of sexual content online
In 2010, the EU Kids Online project, and aligned AU Kids Online study, interviewed one parent and one child (9–16) from 25,542 families across 26 countries. Information gathered included parents’ awareness of their child’s experiences of sexual content online. This dataset has since been updated by recent ethnographic work in Australia and Ireland, capturing parents’ approaches to managing their children’s (11–17) digital engagement with sexual c…
Balancing digital presents and futures
Parents in Australia today have to make decisions about what counts as appropriate digital media use for their young children in a cultural context characterised by conflicting advice, impractical screen use recommendations and risk-focussed media messaging. These conditions make it challenging for parents to purposefully approach and plan not only their children's current digital engagements but also their futures as digital citizens. How parent…
Critical young consumers
Pornography use by teens is of growing concern to parents and communities. There is, however, often little differentiation made between the types of contents being consumed or exploration of the types of pornography teens are watching and why. This paper interrogates data collected from 49 qualitative interviews, including 19 follow-up interviews and 4× focus groups with teens. This paper explores teens' perspectives on the types of pornography a…
‘Firsthand’ versus ‘Secondhand’ Perspectives of Harm
Introduction This article examines interview data from 24 Australian families, exploring how teens express perceived harms associated with online Sexually Explicit Material (SEM). For many teens, an encounter with SEM occurs prior to their first partnered sexual experience, often before their first kiss (Crabbe et al. 1; Power et al. 11; Woodley et al., Teen Perspectives 2). Of relevance was how teens expressed the potential harms of online SEM. …
Do parents ‘know best’ when it comes to their teenaged children’s experiences of sexual content online
In 2010, the EU Kids Online project, and aligned AU Kids Online study, interviewed one parent and one child (9–16) from 25,542 families across 26 countries. Information gathered included parents’ awareness of their child’s experiences of sexual content online. This dataset has since been updated by recent ethnographic work in Australia and Ireland, capturing parents’ approaches to managing their children’s (11–17) digital engagement with sexual c…
Balancing digital presents and futures
Parents in Australia today have to make decisions about what counts as appropriate digital media use for their young children in a cultural context characterised by conflicting advice, impractical screen use recommendations and risk-focussed media messaging. These conditions make it challenging for parents to purposefully approach and plan not only their children's current digital engagements but also their futures as digital citizens. How parent…
‘Firsthand’ versus ‘Secondhand’ Perspectives of Harm
Introduction This article examines interview data from 24 Australian families, exploring how teens express perceived harms associated with online Sexually Explicit Material (SEM). For many teens, an encounter with SEM occurs prior to their first partnered sexual experience, often before their first kiss (Crabbe et al. 1; Power et al. 11; Woodley et al., Teen Perspectives 2). Of relevance was how teens expressed the potential harms of online SEM. …
Australian Teen Voices on Age Verification and Age Assurance Measures
Age verification and age assurance technologies, including biometrics, facial recognition software and digital identification, have been explored as potential measures to restrict access of young people to social media and sexually explicit media (SEM), including pornography. However, there is limited data regarding how teens targeted by such restrictions feel about such strategies. Drawing on qualitative interviews with Australian teens and pre‐…
Experience
‘Experience’ is at the core of how we interact with our digital and material worlds. In this issue, the notion of ‘experience’ is examined through engagement with digital media and culture. As contemporary lifestyles continue to blur the distinction between digital and material spaces, hybrid experiences are becoming ubiquitous as access to real-world events and services often requires an accompanying app or online profile. Human experience is no…
Do parents ‘know best’ when it comes to their teenaged children’s experiences of sexual content online
In 2010, the EU Kids Online project, and aligned AU Kids Online study, interviewed one parent and one child (9–16) from 25,542 families across 26 countries. Information gathered included parents’ awareness of their child’s experiences of sexual content online. This dataset has since been updated by recent ethnographic work in Australia and Ireland, capturing parents’ approaches to managing their children’s (11–17) digital engagement with sexual c…
Balancing digital presents and futures
Parents in Australia today have to make decisions about what counts as appropriate digital media use for their young children in a cultural context characterised by conflicting advice, impractical screen use recommendations and risk-focussed media messaging. These conditions make it challenging for parents to purposefully approach and plan not only their children's current digital engagements but also their futures as digital citizens. How parent…
Critical young consumers
Pornography use by teens is of growing concern to parents and communities. There is, however, often little differentiation made between the types of contents being consumed or exploration of the types of pornography teens are watching and why. This paper interrogates data collected from 49 qualitative interviews, including 19 follow-up interviews and 4× focus groups with teens. This paper explores teens' perspectives on the types of pornography a…
Analogising Art Practice as Gameplay
While video games are undeniably informed by the cultural and artistic traditions that precede them, this article outlines how video games can inform contemporary painting by discussing how a practice-led integration of video games that analogises art practice as gameplay can facilitate a pluralistic approach to storytelling. The story explored here was informed by my reflections on prior encounters of cross-cultural collaboration as informed by …
“No screens before two”
Digital parenting guidance often fails to reflect early caregiving realities, particularly for first-time parents navigating screentime. Although professional guidelines have shifted from rigid time limits toward co-engagement and content quality, these shifts are inconsistently communicated and poorly absorbed into public discourse. Meanwhile, technopanic narratives fuel confusion, guilt, and social judgement. While some studies link extended sc…
Gender, Feminism, and Media (4 works) · Child Development and Digital Technology (3 works) · Digital media (3 works) · Psychology (3 works) · Sexuality, Behavior, and Technology (3 works) · Social media (3 works) · Business (2 works) · Computer Science (2 works) · Internet privacy (2 works) · Perception (2 works)