In order to understand the culture of the physical, virtual, and blended spheres that adolescents inhabit, we build on Gee's concept of affinity spaces. Drawing on our ethnographic research of adolescent literacies related to The Hunger Games novels, the Neopets online game, and The Sims videogames, this article explores the nature of interest‐driven writing in these spaces. We argue that fan‐based affinity spaces motivate young adults to write because they offer multiple modes of representation, diverse pathways to participation, and an authentic audience. As scholars and educators, we posit that these out‐of‐school spaces can offer youth new purposes, modes, and tools for their written work.
Young fanfiction writers use the Internet to build networks of reading, writing and editing -literacy practices that are highly valued in schools, universities and workplaces. While prior research shows that online spaces frame multiple kinds of participation as legitimate, much of this work focuses on the extensive contributions of exceptional young authors. In this paper, we foreground the contributions of fanfiction reviewers and focus on their interactions with writers, exploring their communicative literacy practices and hypothesising about how we can make their reading and writing more visible and more effectively consider their learning practices. To do so, we conducted a linguistic analysis of fanfiction review comments on two sites, FanFiction.net and Figment.com. While fanfiction readers provide writers with an authentic audience for their creative work, our findings indicate that the review comments that they leave generally do not offer specific feedback regarding the craft of writing. For this reason, we argue that teachers' expertise is still needed in the difficult task of developing young adults' composition, peer review and critique skills.
Building communicative competence in textual and multimodal literacies has become a linchpin of learning, of engagement with the world, and of participation in online and blended spaces. Young creators now compose online and with digital tools, often in what we call “user‐generated content affinity spaces” – interest‐based spaces that focus on creating and sharing self‐made content. Such spaces focus on processes of developing users' creations and sharing the products with an audience. These spaces have been inspirations for teachers to reinvigorate classroom practices and expose students to learning opportunities for creation and critique. But questions remain about models of participation in such spaces, especially those that idealise youth who are the most highly engaged while ignoring those whose participation is less visible. Here, we share three experiences of bringing user‐generated content affinity spaces into more formal learning environments and reflect on the tensions emerging from these efforts. We end by outlining steps to develop theory and interventions to navigate tensions and propel the field forward.
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