Reconsidering passivity and activity in children’s digital play
Mustola, M., Koivula, M., Turja, L., & Laakso, M.-L. (2018). Reconsidering passivity and activity in children’s digital play. New Media and Society, 20(1), 237-254. https://doi.org/10.1177/1461444816661550
Julkaistu sarjassa
New Media and SocietyPäivämäärä
2018Tekijänoikeudet
© The Author(s) 2016. This is a final draft version of an article whose final and definitive form has been published by SAGE. Published in this repository with the kind permission of the publisher.
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.
Julkaisija
Sage Publications Ltd.ISSN Hae Julkaisufoorumista
1461-4448Asiasanat
Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/26149977
Metadata
Näytä kaikki kuvailutiedotKokoelmat
Samankaltainen aineisto
Näytetään aineistoja, joilla on samankaltainen nimeke tai asiasanat.
-
Associations between Sports Videogames and Physical Activity in Children
Ng, Kwok; Kaskinen, Ari-Pekka; Katila, Rauli; Koski, Pasi; Karhulahti, Veli-Matti (Walter de Gruyter GmbH, 2022)Objective: The aim of the study was to examine the associations of sports video gaming behaviour in the sociological concept of Physical Activity Relationships (PAR) and to see if sports video gaming differs by gender. Methods: ... -
Physical activity, screen time and the incidence of neck and shoulder pain in school-aged children
Pirnes, Katariina Pauliina; Kallio, Jouni; Hakonen, Harto; Hautala, Arto; Häkkinen, Arja Helena; Tammelin, Tuija (Springer Science and Business Media LLC, 2022)This study investigated the associations of accelerometer-measured physical activity, sedentary time and screen time with the incidence of neck and shoulder pain in school-aged children over a two-year follow-up. Children ... -
Verkkopelin pelaaminen ja pelaajien vuorovaikutus
Hämäläinen, Otto (2014)Tämän tutkielman tavoitteena oli tutkia ja analysoida verkkopelin pelaamista ja siihen liittyvää vuorovaikutusta. Tavoitteena oli selvittää, miten ja miksi lapset pelaavat verkkopeliä ja millaista vuorovaikutusta ... -
Children's participation and participating children : factors influencing attendance to child societies, and justifications for children's participation in Sri Lanka
Valtari, Janika (2016)The aim of the research was to find the justifications for children’s participation used by children and workers at World Vision Finland’s programs in Sri Lanka, the childhood images of the justificationsand thefactors ... -
Design principles of educational virtual worlds for preschool children : a case study of JumpStart World Kindergarten's pedagogical methods
Pejoska, Jana (2010)This thesis studies the design principles of educational virtual worlds for pre-school children. It examines the culture and contextualization of the virtual worlds for children used for the purpose of informal education ...
Ellei toisin mainittu, julkisesti saatavilla olevia JYX-metatietoja (poislukien tiivistelmät) saa vapaasti uudelleenkäyttää CC0-lisenssillä.