6533b837fe1ef96bd12a3231

RESEARCH PRODUCT

Reconsidering passivity and activity in children’s digital play

Merja KoivulaMarleena MustolaLaakso Marja-leenaLeena Turja

subject

ta520aktiivisuusSociology and Political SciencePassivity050801 communication & media studiesContext (language use)Referent0508 media and communicationsdiskurssi0501 psychology and cognitive sciencespassivityta518Content (Freudian dream analysis)lapsetchildhoodPoint (typography)Communicationactivity05 social sciencesPolarization (politics)ComputingMilieux_PERSONALCOMPUTINGlapsuusdigital playdiscoursePsychologypassiivisuusSocial psychologyverkkopelitdigitaaliset pelit050104 developmental & child psychologyCognitive psychology

description

The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcome the unnecessary polarization of the discourses on children’s digital game culture. If the purpose is to advance the multidisciplinary discussion on digital games and childhood, the naive or careless use of the concepts of activity and passivity should be avoided.

http://urn.fi/URN:NBN:fi:jyu-201801151184