Digital Child at Play - Defense
PhD Dissertation Defense - May 3, 2010, 1pm
Simon Fraser University
Harbour Campus, Room 1505
»
The Digital Child at Play Rule Systems & Structures Children's cultural rights?? Digital Bedroom Culture Authorship Intellectual Property Participation Fair Use/Fair Dealings Introduction Microethnographies of Play Images Photo: "mix tapes" courtesy of Flickr/Landroid, reprinted in Wired, Oct. 26 2009. Photo: Hanna Montana fan bedroom, courtesy of RafterTales.com 2008. Image of Cat from "The Cat in the Hat" by Dr. Seuss, 1957 by Theodore S. Geisel, Random House. Gossip Girl in Second Life, courtesy of GeekSugar.com, 2007. "Trick or Treat," photo courtesy of mrmarkrobson.com, 2009. Cover of Televizion journal, no. 16/2003/1. Promo image from "Fusion Fall", CartoonNetwork, 2009-2010. "Club Penguin Gameplay Trailer" posted by MMOHut, Aug. 10. 2009, Youtube. Lego photo by Lori Decoite, posted Aug.2008 on Suzie Q Scrapper blog. Original screenshots of BarbieGirls.com, ClubPenguin.com, GalaXseeds.com, PixieHollow.com, Toontown.com, Magi-Nation.com, Nicktropolis.com Sara M. Grimes School of Communication Simon Fraser University Vancouver, BC May 3, 2010 Emergent Play: Unanticipated & Subversive Appropriations Designed Emergence: Incorporation of emergent play into official game lore and design Configuring the "Digital Child" Struggling to conform Fractured Fairy Tales: The impossibility of following a script Producers as Consumers User as "Prosumer" - at once a producer and consumer of content Draw heavily on prefabricated content & themes Users provide much of the content & use value, but the site owners profit/claim ownership Role as producer becomes obscured - reframed as consumer relationship Same ownership patterns - primarily media & toy companies Same cross-promotional emphasis (tie-ins, branding) Spaces dedicated to play Participatory, collaborative Communities of practice Social systems Virtual currencies and markets Case Study Selection: From 106 to 6 *Club Penguin: over 12 million **BarbieGirls: over 10 million HOW TECHNOLOGICAL, POLITICAL AND COMMERCIAL RULE SYSTEMS SHAPE CHILDREN’S PLAY IN VIRTUAL WORLDS PhD Defense MA, BA (Hons) Conclusions Implications Safety Mechanisms Virtual Worlds for Kids Virtual Worlds Similar to T-rated MMOGs ...but also different Rules as Technical Code Continuities with commercial children's culture: Smaller Flash-based Simpler, bare-bones Less customization Free/Pay Hybrid Microtransactions The child as indiscriminating player The child player as consumer Child's play as "playing nice" The child player at (and as) risk Children's Media, and Play Children's Bedroom Culture Digital Games Massively Multiplayer Online Games (MMOGs) Situated within larger context of children's play technologies Children's Media Studies Emphasis on cultural shifts, impacts, brought about by the increased presence of commercialization and technologies within children's culture. Debates about branded toys & transmedia convergence. Concerns about play scripts, negative effects, the so-called "disappearance" of imaginative play. Design Rules Commercialization as Rule System Situate digital play within a public / private version of the domestic sphere "Bedroom" as site of (conspicuous) consumption & display Expansive, multiuser environments Users interact with each other/environment Simultaneously, in real time Users visually represented as avatars Persistent (go on without you) Targeted to teens and adults (T-rated) Domestic Spaces Subjectivities of Consumption Conflation of make-believe and consumption Performatives & identity play: hinge upon acquisition & display of items Social hierarchies Technologies Playing by and with the rules Significant evidence that kids have power to appropriate, transform and reconfigure meanings, objects, etc. ****Importance of text and context: Narrative, Design, Presence of peers, etc. Role of design and implementation? Paths of Influence? Next-gen kids' MMOGs UGC Games More opportunities for participation But similar rule systems What are the conditions (of play) introduced by the contents, designs, management strategies, texts and contexts of commercial children's MMOGs? How do players negotiate these conditions? Management Strategies Shift the focus to the technologies themselves--as sites of struggle, as artifacts that embody and reproduce the social, political, economic & cultural conditions within which they were constructed. Play Scripts
More presentations by Sara Grimes
Children's Cultural Texts & Artifacts: Transmedia Intertextuality
Sara Grimes on
INF2141: Fall 2011: Nov. 14, 2011
Popular presentations
Resultados de las Primarias 2012
Multimedia El Universal on
Resultados de las elecciones Primarias de la oposición venezolana para escoger candidato presidencial
More popular prezis in Explore>