Ylva Ågren
Biographic Data
| ID | 98464 |
|---|---|
| NAME | Ylva Ågren |
| GIVEN NAMES | Ylva |
| FAMILY NAME | Ågren |
| SIGNATURE | ÅGREN Y |
| AFFILIATIONS | University of Gothenburg |
| ORCID | 0000-0002-9172-8616 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Children and Families
Digital media permeates many aspects of society and is increasingly entangled in how children and families engage with the world. Even those who do not engage with digital media at home live within digitally connected environments where practices like surveillance, datafication and connectivity shape their lives in subtle yet consequential ways (Samuelsson et al. 2023; Sefton-Green et al. 2025). For instance, children's personal information (thei…
Troubling the notion of the child in child influencer culture
This article explores the notion of the child as found in the growing body of research on child influencer culture. While much of the existing literature adopts a reductionist and risk-focused perspective, this article explores the complexities and variations of the child figure in this field. Through an empirical case study of a successful Swedish child influencer, we highlight how multiple representations of ‘the child’ – as professional, creat…
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 …
Branded childhood
The relationships between childhood, labour and value are changing in today's digital culture. Drawing on a visual discourse analysis of 10 Scandinavian influencers' Instagram accounts, this paper explores how the connections between the commercialisation and sacralisation of children appear in the digital age. The results show how infants function as digital capital for building relationships between consumers and products and how they are struc…
Animation in children’s gameplay
This study documents siblings’ gameplay in detail. Animation has traditionally been seen as a part of game software, but this ethnographic study shows how siblings animate play when talking to game characters as if they are alive, deploying a number of conversational resources for animating talk – response cries, name calling, and “talking back” – fueling and embellishing play. Gameplay thereby involves collaborative action and shifting alignment…
Branded childhood
The relationships between childhood, labour and value are changing in today's digital culture. Drawing on a visual discourse analysis of 10 Scandinavian influencers' Instagram accounts, this paper explores how the connections between the commercialisation and sacralisation of children appear in the digital age. The results show how infants function as digital capital for building relationships between consumers and products and how they are struc…
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 …
Animation in children’s gameplay
This study documents siblings’ gameplay in detail. Animation has traditionally been seen as a part of game software, but this ethnographic study shows how siblings animate play when talking to game characters as if they are alive, deploying a number of conversational resources for animating talk – response cries, name calling, and “talking back” – fueling and embellishing play. Gameplay thereby involves collaborative action and shifting alignment…
Branded childhood
The relationships between childhood, labour and value are changing in today's digital culture. Drawing on a visual discourse analysis of 10 Scandinavian influencers' Instagram accounts, this paper explores how the connections between the commercialisation and sacralisation of children appear in the digital age. The results show how infants function as digital capital for building relationships between consumers and products and how they are struc…
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 …
Troubling the notion of the child in child influencer culture
This article explores the notion of the child as found in the growing body of research on child influencer culture. While much of the existing literature adopts a reductionist and risk-focused perspective, this article explores the complexities and variations of the child figure in this field. Through an empirical case study of a successful Swedish child influencer, we highlight how multiple representations of ‘the child’ – as professional, creat…
Children and Families
Digital media permeates many aspects of society and is increasingly entangled in how children and families engage with the world. Even those who do not engage with digital media at home live within digitally connected environments where practices like surveillance, datafication and connectivity shape their lives in subtle yet consequential ways (Samuelsson et al. 2023; Sefton-Green et al. 2025). For instance, children's personal information (thei…
Child Development and Digital Technology (4 works) · Psychology (4 works) · Art (3 works) · Sociology (3 works) · Visual arts (3 works) · Digital media (2 works) · Digital Storytelling and Education (2 works) · Literacy, Media, and Education (2 works) · Social media (2 works) · Advertising (1 works)