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Abstract

This report shares the findings of a project funded by the Economic and Social Research Council’s (ESRC) Digital Good Network that sought to explore children’s attitudes towards notions of digital good and conversely digital bad through hybrid arts practice. The project built on our previous work that has centred on one or more emerging technologies, exploring what this might mean in terms of children’s entertainment, play, education and/or health. To tie in with the wider Network’s provocation about whether a digital good society is possible and if so what it would look like, we connected our ideas to a project we previously undertook called Countermeasures (Main & Yamada-Rice, 2022), which taught children about digital sensors, the data they can collect about them and used speculative design (Dunne & Raby, 2014) to create tools to subvert/block them. In that project we focused on four technologies: smart watches, phones, speakers and Nintendo Switch Game Consoles.The Digital Good/Bad project, as we nicknamed, it was broader seeking 9-13-year-oldsattitudes towards notions of digital good/bad and knowledge of how these may differ from adults. We believe that understanding children's ideas/ knowledge is crucial in shaping our collective vision and actions, towards how technologies and software are developed, taught and generally included in their lives.

Publication Date

2024-10-01

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