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ARTICLES

ARCHITECTURES OF PARTICIPATION IN DIGITAL PLAY

Social norms, gender, and youth gameplay

Pages 303-319 | Received 28 Aug 2010, Accepted 18 Nov 2010, Published online: 23 Mar 2011
 

Abstract

The tensions between empowerment and exploitation are especially heightened when discussing the activities of children and youth online. Discourse in the mainstream press around youth participation in online spaces wavers between anxiety and hope, and corporate frameworks and dataveillance practices structure many of these sites. Yet little attention has been paid to the underlying architecture of social norms that work with stereotyped visions of gendered play to provide the foundation for the interactions of young technology users. This paper investigates how domestic practices constrain and enable particular forms of user participation, focusing in particular on gendered access to digital play and notions of technology use. Using data from interviews with 25 young people aged 8–15 and their parents, this paper examines how social norms work in tandem with essentializing design to mutually constitute gendered expectations around technology use. It then considers how these young users and their parents in turn challenge and reaffirm these constraining and enabling norms through their practices.

Notes

‘Pwn’ is a gamer variation of ‘own’, which refers to the domination of one player by another. The implication is that one player is conquered and/or embarrassed by a more skilled player.

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