Reflexivity, methodology and contexts in participatory digital media research: making games with Latin American youth in London

Type de ressource
Article de revue
Auteur/contributeur
Titre
Reflexivity, methodology and contexts in participatory digital media research: making games with Latin American youth in London
Résumé
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people’s game-making in an after-school programme targeting Latin American migrants in London/UK. I will pay special attention to how my subjectivities influenced planning, data generation and analysis of this programme, and to how context, lived experiences, curricular decisions and interpersonal relationships shaped the kinds of knowledge produced through this research. Findings emerging from this experience included relevant dissonances between curricular design/decisions and the use of participatory approaches in game-making, and the limitations of traditional analytical categories within the Social Sciences field (e.g., gender and intersectionality) to understanding subjectivities expressed through game-making. This study offers relevant insights into the place of reflexivity in research on digital media production by young people by highlighting its complexity and by calling for more critical and less homogenising approaches to this type of research.
Publication
Learning, Media and Technology
Volume
46
Numéro
4
Pages
435-450
Date
2 octobre 2021
Langue
Anglais
ISSN
1743-9884
Titre abrégé
Reflexivity, methodology and contexts in participatory digital media research
Consulté le
06/12/2022 10:21
Catalogue de bibl.
Taylor and Francis+NEJM
Extra
Publisher: Routledge _eprint: https://doi.org/10.1080/17439884.2021.1901114
Référence
Paula, B. de. (2021). Reflexivity, methodology and contexts in participatory digital media research: making games with Latin American youth in London. Learning, Media and Technology, 46(4), 435‑450. https://doi.org/10.1080/17439884.2021.1901114
4. Corpus analysé
4. Lieu de production du savoir
5. Pratiques médiatiques