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Digital literacy, esports, and DIY culture

Top-down and bottom-up approaches to twenty-first century competencies in Singapore

Bibliographic Data

ID19590484
AuthorsJ P Williams (0000-0002-7409-2572, Nanyang Technological University, corresponding author)
Year2026
Volume4
Issue1
Pages56-71
Publication date2026-04-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueDIY Alternative Cultures & Society (JOURNAL)
Journal identifiersISSN: 2753-8702 • E-ISSN: 2753-8702
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/27538702261432684
OpenAlexW7138150610
LanguageEN
References cited40

In this article, I explore cultural conceptions and practices of digital literacy articulated in three distinct areas of social action in Singapore, a technology-dense nation. Using qualitative content analysis and interviews with 33 esports players, I compare governmental digital literacy initiatives, grassroots esports programming, and individual players’ narratives and DIY practices. I show that governmental initiatives emphasize functional and protectionist competencies such as technical know-how, computational thinking, and risk mitigation, while grassroots esports programs and individual player practices connect players to a broader range of digital-relevant competencies, including technical, informational, productive, creative, problem-solving, critical thinking, collaborative, and communicative knowledge and skills. The findings represent DIY participatory practices and cultures as crucial but underappreciated milieux in which young people develop competencies that are increasingly necessary for networked life in a digital society. I couch my analysis within a discussion of the entanglement of grassroot and DIY practices with dominant culture

Action (physics) · Citizen journalism · Digital Literacy · Grassroots · Literacy · Narrative · Participatory action research · Social media · Social practice · Digital Games and Media · Gender, Feminism, and Media · Literacy, Media, and Education

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