Performing sedentary behaviors: Studying children's screen practices at home as affective assemblages

Apoorva Rathod
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Abstract

Growing concerns about children's sedentary behavior and health have drawn attention to their screen behaviors at home. However, this work leans on a deterministic and essentializing view of children, screen devices, and the home, such that it tends to equate any time spent on screens with being sedentary, device presence with increased use where children are passive receptors of screen influence, and the home as a place where parents control their children's screen use. This paper shows instead that children's screen use at home needs to be understood as a sociomaterial assemblage that is dynamic and contingent, and that affect is central to these assemblages. The paper draws on a mixed-methods exploratory study conducted with 6–12 year old children in their homes in Sweden, using accelerometry and observational data to note the children's movement behaviors as well as their screen activities. The findings show that children are both sedentary and active while using screens, questioning the idea of screen time as necessarily sedentary. Moreover, children's screen practice assemblages at home are composed of various elements that come together in dynamic and highly situated ways, challenging the device and parental influence narrative. The paper shows how we need to pay attention to the ways in which these assemblages come together and children's actual performances of screen practices in order to move beyond the predominant discourse surrounding screen time.

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执行久坐行为:研究儿童在家中的屏幕实践作为情感组合
人们对儿童久坐不动行为和健康的日益担忧引起了人们对他们在家中屏幕行为的关注。然而,这项工作依赖于对儿童、屏幕设备和家庭的决定性和本质化的看法,因此它倾向于将花在屏幕上的任何时间等同于久坐,将设备的存在等同于儿童是屏幕影响的被动受体的使用增加,将家庭等同于父母控制孩子屏幕使用的地方。相反,这篇论文表明,儿童在家中使用屏幕需要被理解为一种动态和偶然的社会物质组合,而这种影响是这些组合的核心。这篇论文借鉴了一项混合方法的探索性研究,该研究在瑞典的家中对6-12岁的儿童进行,使用加速度计和观测数据来记录儿童的运动行为以及他们的屏幕活动。研究结果表明,孩子们在使用屏幕时既久坐又活跃,这对屏幕时间一定是久坐的想法提出了质疑。此外,儿童在家中的屏幕练习组合由各种元素组成,这些元素以动态和高度情境的方式结合在一起,挑战了设备和父母影响叙事。本文展示了我们需要如何关注这些组合的结合方式,以及儿童在屏幕实践中的实际表现,以超越围绕屏幕时间的主导话语。
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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