2015
DOI: 10.1177/1354856515599513
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‘Friending someone means just adding them to your friends list, not much else’

Abstract: This article analyzes young preteens' uses and understandings of virtual world games, with a focus on the structures that create different online experiences. The study involved working with a group of 28 children aged 8 to 10 years. Data analyzed in this article are paper-based activities, semistructured interviews, and field notes. The article investigates dominant constructions of children as 'not yet complete' and as 'active, knowing beings' (Cook, 2005). These dichotomous constructions are explored across… Show more

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Cited by 5 publications
(5 citation statements)
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“…Some of our participants had encountered negative experiences in the game world; Travis suggested that random players in Fortnite “can be mean…they’re just saying rude stuff,” and Lucas—who only plays squads, which means sometimes random people join his team—had a stranger call him “something rude,” but “only once…usually they’re not mean.” Narrah described a specific encounter where he was playing “with a guy, and he asked me where I lived and stuff, so I just stopped.” Although this highlights this as an ongoing issue, none of our participants indicated that this had been significantly problematic. This reflects recent work by Willett (2017) that highlights how children’s engagements with strangers in online games are casual in nature and not necessarily a source of social risk (see also Livingstone et al, 2017). Others have also argued that the value of games and online engagements for learning and literacies involves taking risky opportunities, with peers and others outside of their normative worlds (Livingstone, 2009).…”
Section: Fortnite Play Is Social: Hanging Out and Messing Aroundsupporting
confidence: 64%
See 1 more Smart Citation
“…Some of our participants had encountered negative experiences in the game world; Travis suggested that random players in Fortnite “can be mean…they’re just saying rude stuff,” and Lucas—who only plays squads, which means sometimes random people join his team—had a stranger call him “something rude,” but “only once…usually they’re not mean.” Narrah described a specific encounter where he was playing “with a guy, and he asked me where I lived and stuff, so I just stopped.” Although this highlights this as an ongoing issue, none of our participants indicated that this had been significantly problematic. This reflects recent work by Willett (2017) that highlights how children’s engagements with strangers in online games are casual in nature and not necessarily a source of social risk (see also Livingstone et al, 2017). Others have also argued that the value of games and online engagements for learning and literacies involves taking risky opportunities, with peers and others outside of their normative worlds (Livingstone, 2009).…”
Section: Fortnite Play Is Social: Hanging Out and Messing Aroundsupporting
confidence: 64%
“…Although this highlights this as an ongoing issue, none of our participants indicated that this had been significantly problematic. This reflects recent work by Willett (2017) that highlights how children's engagements with strangers in online games are casual in nature and not necessarily a source of social risk (see also Livingstone et al, 2017). Others have also argued that the value of games and online engagements for learning and literacies involves taking risky opportunities, with peers and others outside of their normative worlds (Livingstone, 2009).…”
Section: Fortnite Play Is Social: Hanging Out and Messing Aroundmentioning
confidence: 68%
“…Multiple levels of experience appear necessary for creating digital content, to belong to cultural environments that foster collaboration and sharing and using common design standards, in digital maker cultures and walkthroughs 1 of creators' work (Niemeyer & Gerber, 2015). Participants' online access have been shown to vary, and by that also their experiences and knowledge of virtual world games, identifying three different levels: experienced, mid-level experience and novice (Willett, 2017b).…”
Section: Children's Experiences Of Participating In Digital Communitiesmentioning
confidence: 99%
“…The role of digital media in childhood and adolescence has been explored by, for instance, boyd (2014), Ito et al (2010), and Livingstone and Sefton-Green (2016), who all point to the ways in which digital media allow children and young people to have social interactions and relations across different settings of their everyday lives, and not least away from adults' gaze and supervision. Willett (2015) shows how digital gaming platforms function as sites for children to meet new friends and engage with those they already have. Kofoed and Larsen (2016) have researched young people's use of Snapchat and describe how the platform with its ephemeral exchange of everyday snapshots allows for playful and oftentimes transgressive practices that have a strengthening effect on the peer relations of the users.…”
Section: Theoretical Foundation: Access Affordance and Agency In Medi...mentioning
confidence: 99%
“…Corsaro, 2003). For most children and adolescents, and increasingly with age, digital communication is integral to the practising of friendship (Willett, 2015;boyd, 2014;Ito et al, 2010;Kofoed & Larsen, 2016;Livingstone & Sefton-Green, 2016). There is no doubt that the opportunities of children and young people to create and build relationships have changed due to digital media developments.…”
Section: Introduction: the Role Of Digital Media In Friendshipsmentioning
confidence: 99%