P Aarsand
Biographic Data
| ID | 67858 |
|---|---|
| NAME | P Aarsand |
| GIVEN NAMES | P |
| FAMILY NAME | Aarsand |
| SIGNATURE | AARSAND P |
| AFFILIATIONS | Norwegian University of Science and Technology |
| ORCID | 0000-0002-9878-117X |
| VERIFIED | Yes |
| TOTAL WORKS | 22 |
| TOTAL CITATIONS | 72 |
| AUTHOR COUNT | 22 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 5 |
Talking Fanart
The present paper investigates small stories of Minecraft fanart as a part of children's gaming practices. The data consists of interviews with ten Swedish children between 10 and 18 years old about the creation of digital drawings. Taking an ethnomethodological and conversation analytical approach paper directs attention to how Finley talks about and displays fanart as a practice that is composed of knowledge and skills from various metagame act…
Young people's digital drawing practices as cultural heritage
This article focuses on young people as producers of cultural heritage and, in particular, on their drawing practices. Based on ten in-depth interviews with youth (aged 11–20) living in Sweden, we explore young people's digital drawing practices and what these mean to their everyday lives. This is relevant to the production of descriptive metadata when young people's pictures become a part of cultural heritage. Our analysis illustrates how young …
Making and Knowing Digital Pictures
This article focuses on young people’s digital picture-making and the role of digital illustration applications in this process. It is based on 10 in-depth interviews with young people aged 11–20 years living in Sweden. Using the concept of visual-digital literacy, we analyse young people’s talk about how they accomplish picture-making and use different tools, techniques and devices. The analysis shows that pictures are seen as never fully finish…
Mobile phones and moral order
This study explores children's appropriation of media rules in a group of boys (10 years) in Sweden. The analysis is based on focus-group interviews where rules regulating children's use of mobile phones in school was discussed. Drawing on ethnomethodology and conversation analysis, the focus is on how rules are made sense of and appropriated, and how this contributes to establishing, negotiating, and sustaining a moral order for digital media us…
“And then it’s my turn”
The article explores the sociomaterial organization of preschool children’s digital literacy activities, focusing on how participant positions are enacted and distributed. The data material consists of 70 hours of video-recorded observations in early childhood education and care in Norway. Drawing on Ethnomethodology/conversation analysis (EMCA) and Science and Technology Studies (STS), we approach digital literacy practices through the following…
‘I’m just imitating the idiot’
This study examines how exclusionary acts of status degradation are performed through embodied stances and pejorative category ascriptions in the midst of a situated game activity where two boys align in mockful stances and stylized enactments towards a targeted boy. Drawing on a multimodal interactional approach to stance and membership categorization combined with sociolinguistic work on indexicality and identity, it shows how the cumulative pa…
Children on the move
The present article explores how children appropriate travel competence. The data material consists of 12 h of video recordings of five families prior to journeys where children travel by public transport without a known adult. Through analyses of adult-child interactions in an airport and a train station, we show how children become positioned and act as learners in busy and semiotically complex public spaces. Situated activities such as finding…
Designing and assessing digital games in a classroom
This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software Scratch. Drawing on ethnomethodology and conversation analysis, the interactional and collaborative accomplishment of game design critique is examined, focusing on how the participants make relevant norms …
Beyond Binaries
The focus on children’s voices and experiences has been a substantial part of childhood studies. Research with children is closely linked to the idea of children as agents rather than seeing them as passive objects. In this article the authors examine how video ethnography, and the video camera in particular, in an Early Childhood Education and Care ( ecec ) facility is an actor that actively co-produces agency. The authors explore how agency is …
Visual transcriptions as socio-technical assemblages
With the development of visual digital technologies it has become more common in the social sciences to both use and present research visually. This article explores different strategies for working with and including images in ethnomethodology and conversation analysis (EMCA) transcriptions. The purpose is to investigate how, and if, the ontology of the transcript changes when verbal transcripts become visual transcripts. The article explores wh…
Framing and switches at the outset of qualitative research interviews
The article focuses on the opening sequences in qualitative research interviews and in particular examines the interactive work of achieving 'topic talk'. Using the concepts of activity types, activity frames and contextualization cues, a close-up analysis of eight focus-group interviews and 12 semi-structured interviews was conducted. The findings show that the interviewees display familiarity with the interview as an activity type and how it is…
“Move over, I will find Jerusalem”
Children’s media practices
The commentary discusses some of the challenges and dilemmas social researchers face when they investigate children's media practices in present and future Western societies. The paper draws on ethnography's and ethnomethodology's experience of using video recordings as primary data and their commitment to prioritising the participants' perspective(s). First, it is argued that one of the main challenges for social researchers is to obtain data th…
Appropriation through guided participation
The ordinary player
The present discourse analysis is based on eight focus-group interviews with 32 teenagers where use of and preferences for digital games were discussed. The focus is on how teenagers take stances on digital games and present themselves as players. The main findings are that teenagers position themselves as ‘ordinary’ teenage players who have extensive experience and knowledge of playing various types of games, who play for fun, and who are in con…
Parenting and Digital Games
This article focuses on parenting and children's game play. The study is based on an ethnographic study of 32 American middle-class families and takes a discourse analytic approach. Earlier research has argued that parenting styles are dependent on social class, ethnicity, and gender. The present data reveal considerable diversity in how middle-class parents deal with game play, which is currently one of the most common child and youth leisure ac…
How to be good’
Expectations of parenting are highly prescribed and the media is an important channel for adults learning what this role entails. The pedagogical role of the media involves making judgements on what counts as valid and desirable parenting practices and suggest goals to be(come) the ‘good parent’—a construct which appears to take no account of social inequalities, cultural diversity and complex social contexts. Our study focuses on idealised paren…
Producing children's corporeal privacy
This article discusses the use of video cameras in participant observation drawing on approximately 300 hours of video data from an ethnographic study of Swedish family life. Departing from Karen Barad's post-humanistic perspective on scientific practices, the aim is to critically analyse how researchers, research participants and technology produce and negotiate children's corporeal privacy. Ethnographic videotaping is understood as a material-d…
Gaming and Territorial Negotiations in Family Life
This article examines territorial negotiations concerning gaming, drawing on video recordings of gaming practices in middle-class families. It explores how private vs public gaming space was co-construed by children and parents in front of the screen as well as through conversations about games. Game equipment was generally located in public places in the homes, which can be understood in terms of parents' surveillance of their children, on the o…
Response cries and other gaming moves—Building intersubjectivity in gaming
Frame switches and identity performances
This study problematizes activity frames and participation frameworks (Goffman 1981), exploring how students deploy online (MSN Messenger) and offline activity frames in identity performances. One problem in analyzing participation frameworks and particularly notions of subordinate forms, like crossplay, byplay, and sideplay, is that these concepts require that the analyst can identify one dominant activity. This was not possible in the present d…
Computer and Video Games in Family Life
In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to control the game activities. Conversely, parents and grandparents positioned themselves as less knowledg…
Response cries and other gaming moves—Building intersubjectivity in gaming
Frame switches and identity performances
This study problematizes activity frames and participation frameworks (Goffman 1981), exploring how students deploy online (MSN Messenger) and offline activity frames in identity performances. One problem in analyzing participation frameworks and particularly notions of subordinate forms, like crossplay, byplay, and sideplay, is that these concepts require that the analyst can identify one dominant activity. This was not possible in the present d…
Computer and Video Games in Family Life
In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to control the game activities. Conversely, parents and grandparents positioned themselves as less knowledg…
How to be good’
Expectations of parenting are highly prescribed and the media is an important channel for adults learning what this role entails. The pedagogical role of the media involves making judgements on what counts as valid and desirable parenting practices and suggest goals to be(come) the ‘good parent’—a construct which appears to take no account of social inequalities, cultural diversity and complex social contexts. Our study focuses on idealised paren…
Producing children's corporeal privacy
This article discusses the use of video cameras in participant observation drawing on approximately 300 hours of video data from an ethnographic study of Swedish family life. Departing from Karen Barad's post-humanistic perspective on scientific practices, the aim is to critically analyse how researchers, research participants and technology produce and negotiate children's corporeal privacy. Ethnographic videotaping is understood as a material-d…
Gaming and Territorial Negotiations in Family Life
This article examines territorial negotiations concerning gaming, drawing on video recordings of gaming practices in middle-class families. It explores how private vs public gaming space was co-construed by children and parents in front of the screen as well as through conversations about games. Game equipment was generally located in public places in the homes, which can be understood in terms of parents' surveillance of their children, on the o…
Framing and switches at the outset of qualitative research interviews
The article focuses on the opening sequences in qualitative research interviews and in particular examines the interactive work of achieving 'topic talk'. Using the concepts of activity types, activity frames and contextualization cues, a close-up analysis of eight focus-group interviews and 12 semi-structured interviews was conducted. The findings show that the interviewees display familiarity with the interview as an activity type and how it is…
The ordinary player
The present discourse analysis is based on eight focus-group interviews with 32 teenagers where use of and preferences for digital games were discussed. The focus is on how teenagers take stances on digital games and present themselves as players. The main findings are that teenagers position themselves as ‘ordinary’ teenage players who have extensive experience and knowledge of playing various types of games, who play for fun, and who are in con…
Young people's digital drawing practices as cultural heritage
This article focuses on young people as producers of cultural heritage and, in particular, on their drawing practices. Based on ten in-depth interviews with youth (aged 11–20) living in Sweden, we explore young people's digital drawing practices and what these mean to their everyday lives. This is relevant to the production of descriptive metadata when young people's pictures become a part of cultural heritage. Our analysis illustrates how young …
Making and Knowing Digital Pictures
This article focuses on young people’s digital picture-making and the role of digital illustration applications in this process. It is based on 10 in-depth interviews with young people aged 11–20 years living in Sweden. Using the concept of visual-digital literacy, we analyse young people’s talk about how they accomplish picture-making and use different tools, techniques and devices. The analysis shows that pictures are seen as never fully finish…
Mobile phones and moral order
This study explores children's appropriation of media rules in a group of boys (10 years) in Sweden. The analysis is based on focus-group interviews where rules regulating children's use of mobile phones in school was discussed. Drawing on ethnomethodology and conversation analysis, the focus is on how rules are made sense of and appropriated, and how this contributes to establishing, negotiating, and sustaining a moral order for digital media us…
Appropriation through guided participation
Computer and Video Games in Family Life
In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to control the game activities. Conversely, parents and grandparents positioned themselves as less knowledg…
Response cries and other gaming moves—Building intersubjectivity in gaming
Frame switches and identity performances
This study problematizes activity frames and participation frameworks (Goffman 1981), exploring how students deploy online (MSN Messenger) and offline activity frames in identity performances. One problem in analyzing participation frameworks and particularly notions of subordinate forms, like crossplay, byplay, and sideplay, is that these concepts require that the analyst can identify one dominant activity. This was not possible in the present d…
Gaming and Territorial Negotiations in Family Life
This article examines territorial negotiations concerning gaming, drawing on video recordings of gaming practices in middle-class families. It explores how private vs public gaming space was co-construed by children and parents in front of the screen as well as through conversations about games. Game equipment was generally located in public places in the homes, which can be understood in terms of parents' surveillance of their children, on the o…
Producing children's corporeal privacy
This article discusses the use of video cameras in participant observation drawing on approximately 300 hours of video data from an ethnographic study of Swedish family life. Departing from Karen Barad's post-humanistic perspective on scientific practices, the aim is to critically analyse how researchers, research participants and technology produce and negotiate children's corporeal privacy. Ethnographic videotaping is understood as a material-d…
Parenting and Digital Games
This article focuses on parenting and children's game play. The study is based on an ethnographic study of 32 American middle-class families and takes a discourse analytic approach. Earlier research has argued that parenting styles are dependent on social class, ethnicity, and gender. The present data reveal considerable diversity in how middle-class parents deal with game play, which is currently one of the most common child and youth leisure ac…
How to be good’
Expectations of parenting are highly prescribed and the media is an important channel for adults learning what this role entails. The pedagogical role of the media involves making judgements on what counts as valid and desirable parenting practices and suggest goals to be(come) the ‘good parent’—a construct which appears to take no account of social inequalities, cultural diversity and complex social contexts. Our study focuses on idealised paren…
The ordinary player
The present discourse analysis is based on eight focus-group interviews with 32 teenagers where use of and preferences for digital games were discussed. The focus is on how teenagers take stances on digital games and present themselves as players. The main findings are that teenagers position themselves as ‘ordinary’ teenage players who have extensive experience and knowledge of playing various types of games, who play for fun, and who are in con…
Children’s media practices
The commentary discusses some of the challenges and dilemmas social researchers face when they investigate children's media practices in present and future Western societies. The paper draws on ethnography's and ethnomethodology's experience of using video recordings as primary data and their commitment to prioritising the participants' perspective(s). First, it is argued that one of the main challenges for social researchers is to obtain data th…
Appropriation through guided participation
“Move over, I will find Jerusalem”
Beyond Binaries
The focus on children’s voices and experiences has been a substantial part of childhood studies. Research with children is closely linked to the idea of children as agents rather than seeing them as passive objects. In this article the authors examine how video ethnography, and the video camera in particular, in an Early Childhood Education and Care ( ecec ) facility is an actor that actively co-produces agency. The authors explore how agency is …
Visual transcriptions as socio-technical assemblages
With the development of visual digital technologies it has become more common in the social sciences to both use and present research visually. This article explores different strategies for working with and including images in ethnomethodology and conversation analysis (EMCA) transcriptions. The purpose is to investigate how, and if, the ontology of the transcript changes when verbal transcripts become visual transcripts. The article explores wh…
Framing and switches at the outset of qualitative research interviews
The article focuses on the opening sequences in qualitative research interviews and in particular examines the interactive work of achieving 'topic talk'. Using the concepts of activity types, activity frames and contextualization cues, a close-up analysis of eight focus-group interviews and 12 semi-structured interviews was conducted. The findings show that the interviewees display familiarity with the interview as an activity type and how it is…
Designing and assessing digital games in a classroom
This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software Scratch. Drawing on ethnomethodology and conversation analysis, the interactional and collaborative accomplishment of game design critique is examined, focusing on how the participants make relevant norms …
Children on the move
The present article explores how children appropriate travel competence. The data material consists of 12 h of video recordings of five families prior to journeys where children travel by public transport without a known adult. Through analyses of adult-child interactions in an airport and a train station, we show how children become positioned and act as learners in busy and semiotically complex public spaces. Situated activities such as finding…
“And then it’s my turn”
The article explores the sociomaterial organization of preschool children’s digital literacy activities, focusing on how participant positions are enacted and distributed. The data material consists of 70 hours of video-recorded observations in early childhood education and care in Norway. Drawing on Ethnomethodology/conversation analysis (EMCA) and Science and Technology Studies (STS), we approach digital literacy practices through the following…
‘I’m just imitating the idiot’
This study examines how exclusionary acts of status degradation are performed through embodied stances and pejorative category ascriptions in the midst of a situated game activity where two boys align in mockful stances and stylized enactments towards a targeted boy. Drawing on a multimodal interactional approach to stance and membership categorization combined with sociolinguistic work on indexicality and identity, it shows how the cumulative pa…
Young people's digital drawing practices as cultural heritage
This article focuses on young people as producers of cultural heritage and, in particular, on their drawing practices. Based on ten in-depth interviews with youth (aged 11–20) living in Sweden, we explore young people's digital drawing practices and what these mean to their everyday lives. This is relevant to the production of descriptive metadata when young people's pictures become a part of cultural heritage. Our analysis illustrates how young …
Making and Knowing Digital Pictures
This article focuses on young people’s digital picture-making and the role of digital illustration applications in this process. It is based on 10 in-depth interviews with young people aged 11–20 years living in Sweden. Using the concept of visual-digital literacy, we analyse young people’s talk about how they accomplish picture-making and use different tools, techniques and devices. The analysis shows that pictures are seen as never fully finish…
Mobile phones and moral order
This study explores children's appropriation of media rules in a group of boys (10 years) in Sweden. The analysis is based on focus-group interviews where rules regulating children's use of mobile phones in school was discussed. Drawing on ethnomethodology and conversation analysis, the focus is on how rules are made sense of and appropriated, and how this contributes to establishing, negotiating, and sustaining a moral order for digital media us…
Talking Fanart
The present paper investigates small stories of Minecraft fanart as a part of children's gaming practices. The data consists of interviews with ten Swedish children between 10 and 18 years old about the creation of digital drawings. Taking an ethnomethodological and conversation analytical approach paper directs attention to how Finley talks about and displays fanart as a practice that is composed of knowledge and skills from various metagame act…
Sociology (20 works) · Psychology (19 works) · Computer Science (14 works) · Child Development and Digital Technology (10 works) · Social science (10 works) · Social Psychology (8 works) · Children's Rights and Participation (6 works) · Digital Games and Media (6 works) · Epistemology (6 works) · Language, Discourse, Communication Strategies (6 works)