Computer and Video Games in Family Life

Author:

Aarsand Pål André1

Affiliation:

1. Linköping University,

Abstract

In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to control the game activities. Conversely, parents and grandparents positioned themselves as less knowledgeable, drawing on a displayed divide as a rhetorical resource for gaining access to playtime with the children. In these intergenerational encounters, the digital divide was thus an interactional resource rather than a problem.

Publisher

SAGE Publications

Subject

Developmental and Educational Psychology

Reference59 articles.

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2. Bovill, M. and S. Livingstone (2001) `Bedroom Culture and the Privatization of Media Use', in S. Livingstone and M. Bovill (eds) Children and Their Changing Media Environment: A European Comparative Study, pp. 179—200. Mahwah, NJ and London: Lawrence Erlbaum .

3. Buckingham, D. (1998) `Re-Constructing the Child Audience', in M. Haldar and I. Frønes (eds) Digital Barndom, pp. 34—50. Oslo: Ad Notam Gyldendal .

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