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Configuring the Child Player

机译:配置儿童播放器

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摘要

Scholars from various disciplines have explored the powerful symbolic function that children occupy within public discourses of technology, but less attention has been paid to the role this plays in the social shaping of the technologies themselves. Virtual worlds present a unique site for studying how ideas about children become embedded in the artifacts adults make for them. This article argues that children's virtual worlds are fundamentally negotiated spaces in which broader aspirations and anxieties about children's relationships with play, technology, consumer culture, and the public sphere resurface as "configurations" of an imagined, ideal child player. The article begins with a brief overview of the children's virtual worlds phenomenon, followed by a discussion of related research on children's play and play technologies. Findings from a case study of six commercial, game-themed virtual worlds targeted specifically to children are then presented, with a focus on how these artifacts configure their child players in highly ideological and normative ways, wherein play is narrowly defined in accordance with a neoromantic, consumerist ethos. The article aims to uncover the hidden politics inscribed within a particular genre of children's technology and to explore some of the implications for children's digital play.
机译:来自各个学科的学者已经探索了儿童在技术的公共话语中所具有的强大象征功能,但是人们很少关注这种作用在技术本身的社会塑造中所起的作用。虚拟世界提供了一个独特的网站,用于研究关于儿童的想法如何嵌入成人为他们制作的人工制品中。本文认为,从根本上讲,儿童的虚拟世界是经过协商的空间,在这里,人们对儿童与游戏,技术,消费文化和公共领域的关系有了更广泛的渴望和忧虑,这些幻想和焦虑重新浮现为一个想象中的理想儿童玩家的“配置”。本文首先简要介绍了儿童的虚拟世界现象,然后讨论了有关儿童游戏和游戏技术的相关研究。然后介绍了六个针对儿童的以游戏为主题的商业虚拟世界的案例研究结果,重点是这些人工制品如何以高度意识形态和规范性方式配置其儿童玩家,其中根据新浪漫主义对游戏进行狭义定义,消费者主义精神。本文旨在揭示特定类型儿童技术中隐藏的政治因素,并探讨对儿童数字游戏的一些启示。

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