Last modified: 2011-08-09
Abstract
Today, almost all children have access to the Internet, computer and various game consoles either at home, on the net point, at school or with friends and in recent years the public, politicians and researchers attention to children playing computer games has increased. This project concerns computer games, and how these provide children with images, metaphors, norms etc. that they can use as cultural tools when they interpret and act in the social reality – also the one outside the world of games. For many boys and girls, bullying and conflictual relation patterns are part of their everyday experiences in school. One of my questions will be how virtual and non-virtual worlds of experience interact in these contexts and among children who live with bullying practices in their school environment. The eXbus (Exploring Bullying in Schools) project is based on the understanding that practices of bullying occur in the encounter between individual subjects and all the meaning-creating and sustaining forces that children bring with them from the different contexts (real and virtual) they engage in, and create understandings of themselves and others through (Kofoed & Søndergaard, 2009; Søndergaard, 2009; Hansen, 2009). One of the focus points in the project is the media products that children get inspiration, norms and interpretation frames from and how these become part of how inclusion and exclusion are executed among the children. My project will more specifically have its focus on how computer games as a media and as a technology become part of the contextual framework that contributes to delimit and mobilize children as subjects in bullying contexts.