Imaginative play in digital environments: designing social and creative opportunities for identity formation

IF 4.2 1区 文学 Q1 COMMUNICATION Information Communication & Society Pub Date : 2022-03-12 DOI:10.1080/1369118X.2022.2046128
S. Livingstone, Kruakae Pothong
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引用次数: 5

Abstract

ABSTRACT Digital technologies afford ample opportunities for children’s development, identity formation, imagination and sociability through free play. At stake, we argue, is children’s agency. Yet free play is under threat in both digital and nondigital contexts. Recognising that different configurations of the contexts in which play occurs affect whether and how children can play on their own terms, this article draws on the long tradition of research on child-led or free play in natural or nondigital contexts to explore children’s play in digital contexts. Combining qualitative and quantitative research methods, we examine the qualities of children’s play and the factors that shape it so as to reimagine, together with children, parents and professionals working with children, a digital environment that could better serve children’s best interests. The findings show that the qualities of children’s play are strikingly similar in digital and nondigital contexts but that children find certain social-technical configurations restrictive of their agency and freedom to develop their identity through play in digital contexts. Based on children’s implicit and explicit calls for change, we propose a ‘playful by design’ approach by which designers and providers of digital products and services could urge those with the powers to redesign digital environments to prioritise digital features that promote children’s imaginative, social, open-ended, risk-taking and stimulating play while limiting the risks to children’s safety, privacy and self-determination that arise from commercial interests.
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数字环境中的想象力游戏:为身份形成设计社交和创造性机会
数字技术为儿童的发展、身份形成、想象力和社交能力提供了充分的机会。我们认为,关键在于儿童代理机构。然而,自由游戏在数字和非数字环境中都受到威胁。认识到游戏环境的不同配置会影响儿童是否以及如何按照自己的方式进行游戏,本文借鉴了在自然或非数字环境中儿童主导或自由游戏的长期研究传统,探索儿童在数字环境中的游戏。我们结合定性和定量研究方法,研究儿童游戏的质量及其影响因素,以便与儿童、家长和从事儿童工作的专业人员一起重新构想一个能够更好地为儿童的最佳利益服务的数字环境。研究结果表明,儿童在数字环境和非数字环境下的游戏质量惊人地相似,但儿童发现某些社会技术配置限制了他们通过数字环境中的游戏来发展自我认同的代理和自由。基于儿童对改变的含蓄和明确的呼吁,我们提出了一种“通过设计来玩”的方法,通过这种方法,数字产品和服务的设计师和供应商可以敦促那些有权重新设计数字环境的人优先考虑那些促进儿童想象力、社交、开放式、冒险和刺激游戏的数字功能,同时限制商业利益对儿童安全、隐私和自决带来的风险。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
10.20
自引率
4.80%
发文量
110
期刊介绍: Drawing together the most current work upon the social, economic, and cultural impact of the emerging properties of the new information and communications technologies, this journal positions itself at the centre of contemporary debates about the information age. Information, Communication & Society (iCS) transcends cultural and geographical boundaries as it explores a diverse range of issues relating to the development and application of information and communications technologies (ICTs), asking such questions as: -What are the new and evolving forms of social software? What direction will these forms take? -ICTs facilitating globalization and how might this affect conceptions of local identity, ethnic differences, and regional sub-cultures? -Are ICTs leading to an age of electronic surveillance and social control? What are the implications for policing criminal activity, citizen privacy and public expression? -How are ICTs affecting daily life and social structures such as the family, work and organization, commerce and business, education, health care, and leisure activities? -To what extent do the virtual worlds constructed using ICTs impact on the construction of objects, spaces, and entities in the material world? iCS analyses such questions from a global, interdisciplinary perspective in contributions of the very highest quality from scholars and practitioners in the social sciences, gender and cultural studies, communication and media studies, as well as in the information and computer sciences.
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