{"title":"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","authors":"S. Livingstone, Kruakae Pothong","doi":"10.1080/1369118X.2022.2046128","DOIUrl":null,"url":null,"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.","PeriodicalId":48335,"journal":{"name":"Information Communication & Society","volume":"25 1","pages":"485 - 501"},"PeriodicalIF":4.2000,"publicationDate":"2022-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Imaginative play in digital environments: designing social and creative opportunities for identity formation\",\"authors\":\"S. Livingstone, Kruakae Pothong\",\"doi\":\"10.1080/1369118X.2022.2046128\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":48335,\"journal\":{\"name\":\"Information Communication & Society\",\"volume\":\"25 1\",\"pages\":\"485 - 501\"},\"PeriodicalIF\":4.2000,\"publicationDate\":\"2022-03-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Information Communication & Society\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1080/1369118X.2022.2046128\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information Communication & Society","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1080/1369118X.2022.2046128","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
Imaginative play in digital environments: designing social and creative opportunities for identity formation
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.
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.