Using participative techniques to mediate power relationships between the researcher and child participant

IF 3.5 Q2 BUSINESS Young Consumers Pub Date : 2023-06-02 DOI:10.1108/yc-10-2022-1618
Cheryl Greyson, Sara Spear
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Abstract

Purpose This study aims to explore how power dynamics affect research with children, focusing on how the projected and perceived role of the researcher and the use of participative techniques, can mediate power relationships between the researcher and child, and impact children’s agency. Design/methodology/approach The research formed part of a wider study on children’s digital device use, with children aged 4 to 11 in a UK school. Eight pairs of children participated in buddy interviews, completing several creative and arts-based activities using a choice of equipment and materials, including PlayDoh, LEGO and most innovatively, Minecraft. Findings The study found the researcher’s projected role, and children’s interpretation of this, impacted the power relations in the interviews. A consistent projection was challenging however, and it was necessary for the researcher to adapt their role according to children’s needs and behaviour. Offering children a choice of activities was an effective power sharing strategy, and children’s absorption in these tasks provided a wealth of data from observations and children’s on-task “chatter”. Originality/value Using Minecraft as a participative method enabled the children to use their superior technical abilities to take power in the interview, and show their own personal geographies virtually in 3D, and offers potential for other qualitative researchers in conducting research with the agentic child.
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运用参与技巧调解研究者与儿童参与者之间的权力关系
目的本研究旨在探讨权力动力学如何影响儿童研究,重点关注研究人员的预期角色和感知角色以及参与技术的使用如何调解研究人员与儿童之间的权力关系,并影响儿童的代理。设计/方法/方法这项研究是对英国一所学校4至11岁儿童使用数字设备的更广泛研究的一部分。八对孩子参加了伙伴访谈,使用选择的设备和材料,包括培乐多、乐高和最具创新性的《我的世界》,完成了几个创造性和艺术基础的活动。研究发现研究人员的预期角色,以及孩子对此的解释,会影响访谈中的权力关系。然而,一个一致的预测是具有挑战性的,研究人员有必要根据儿童的需求和行为来调整他们的角色。让儿童选择活动是一种有效的权力分享策略,儿童对这些任务的专注提供了丰富的观察数据和儿童在任务中的“喋喋不休”。原创性/价值使用《我的世界》作为一种参与性方法,使孩子们能够利用他们优越的技术能力在采访中获得权力,并在3D中虚拟地展示他们自己的个人地理位置,并为其他定性研究人员提供了与代理儿童进行研究的潜力。
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来源期刊
Young Consumers
Young Consumers BUSINESS-
CiteScore
5.90
自引率
6.70%
发文量
20
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