I’m pleased to say that I’ve posted my project website for my thesis, called Negotiations of Play. This is designed to support parents and to capture the experiences of Australian parents and caregivers of children aged 4-12. Right now you can leave your email address if you want to notified of then the study commences. I expect that this will take about 12 months to collect.
Overall, there is no research into what parents and children think about online games or how parents mediate them in Australia. Much of the reports in mass media tend to discuss statistical data which they use to inductively to tell parents what they should or should not be doing. The dominant literature which voices concern focuses on, and extends the long running negative ‘media effects’ debate by experimental psychology. The positive often focuses on theories of ‘flow’ and the design of games and player behaviours, especially fun, motivation and enjoyment.
My approach is somewhat different in that I am interested in the broad negotiations between the media and families and inter-family conceptions of the role video games play in family life as media markets, which to me plays a key role in developing both adult and childrens literacy. The market benefits though reproductive process helping expand what games can do. Evidence of this can been seen in the rise of new forms of games which negates much of the ‘violence in games’ claims these days. I see what games do as establishing what I’m calling a neo leisure class. People in constant negotiation with game designers and media producers through the cultural production of their avatars and game-identities. In particular, I’m interested in network mediated culture which I think is largely ignored or overlooked in game-studies, yet as every Steam or Xboxer knows is an essential site for identity, socialising and play.
I have many people to thank for getting me to this point: Not least: My wife and kids and our household’s game characters – Vormamim, Vorsaken and LollykingOMG each of whom have played an important role in developing my interest in the issues and controversies of parenting the gamer generation. Then there are those whom I know in-game by gamer-tag (anonymously represented here). Next, those whom have contributed significantly to what I now call ‘work’ – the ones who I ‘talk to’ on Twitter, but also those who have been working on using games for over a decade in Australia: Judy O’Connell, Bron Stuckey, Jo Kay, Kerrie Johnson, Westley Field and countless others in Australia and overseas such as Derek Robinson and Peggy Sheehy, two people I see as key critical thinkers in what games can do to improve kids lives, especially those kids who are increasingly being marginalised by educational technology’s neoliberal-elitism.
Finally, and not least my PhD supers Professor Catharine Lumby and Dr. Kate Highfield who have been amazing in the last year of my life and lit the darkest of days when I’ve needed it most. A few more essentials, Dr. David Saltmarsh who has really expanded my thinking and coffee drinking and Mal Booth at UTS Library who shares a love of ink-pens, Alfas and innovation.