The multible, volatile and ambiguous effects of children's and young people's digital play

Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

Virtual, or digital, violence becomes embedded in children's everyday lives in a large variety of ways, dependent on its interaction with the comprehensive and complex social, relational and material-discursive processes that enact children's and young people's subjective becoming. In this chapter, I will introduce poststructuralist and agential realist perspectives to show that digital play with violence may enact multiple, volatile and ambiguous material-discursive, relational and subjective effects. I will also show that understanding the processes involved in gaming demands situated analyses which are sufficiently sensitive to enable a conceptualization of the complexities of the social and subjective concerns and phenomena involved.
The analytical questions posed in the readings of the qualitative material in which I situate my argument therefore ask how virtual games and fictional universes with violent content become relevant to children and young people in their everyday lives - including the everyday lives of those who live in troubled school contexts textured by social tensions and sometimes containing bullying practices. The analytical questions furthermore attend to how these children and young people experience and, together or alone, use the potentials and challenges of these virtual universes in their gaming.
Original languageEnglish
Title of host publicationCultures of computer game concern : the child across families, law, science and industry
EditorsEstrid Sørensen
Number of pages19
Place of publicationBielefeld
PublisherTranscript Verlag
Publication year2018
ISBN (print)978-3-8376-3934-6
ISBN (Electronic)978-3-8394-3934-0
Publication statusPublished - 2018

    Research areas

  • Virtual aggression, Fiction and aggression, Children, Gamers, Video game concern, Virtual violence, Troubled friendships, Bullying, Bullying theory, Computer game violence, Youth, Media studies

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