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1.
Research has commonly explored siblings of people with disabilities’ roles in care for their brothers or sisters with disabilities. Social policy has also commonly framed young adult siblings of people with disabilities as ‘young carers’. However, there has been less consideration of the implications of care for the relationship shared between young adult siblings with and without disabilities and of what this may mean for social policy. What do different types of care mean for sibling relationships? What are the relational and social policy implications of care between siblings? Drawing on a qualitative study of 25 siblings with disabilities and 21 siblings without disabilities aged 15–29, this article explores how young adult siblings perceive, talk and act with regard to the different types of care enacted between them. The article identifies how, during young adulthood, some types of care can endanger siblings’ capacity to feel like siblings and discusses ways that young adult siblings talk and act in order to – as best they can – keep their role within the bounds of a normative sibling relationship. The findings are discussed in light of implications for social policy, particularly with regard to seeing siblings of people with disabilities as ‘young carers’.  相似文献   

2.
ABSTRACT

This paper draws on Ian Bogost’s argument that video games constitute a form of ‘procedural rhetoric’, in order to re-examine the representation of heroic madness First-Person-Shooter games. Rejecting the idea that games attempt to recreate the experience of madness to the player through linear representation, the paper instead identifies two persistent commonplace figures which appear within the genre: the monstrous double, and the reaching tentacle. While Bogost’s notion of procedural rhetoric allows analysis to move away from the more facile interpretations of gameplay, the paper argues that these figures also demand an account of the commonplace itself – the rhetorical ‘topic’ – which links the technical structure of gaming procedures with the tropes and figures that enable them to make sense within their wider cultural context and tradition. While the figures of the double and the tentacle purposefully draw on existing tropes and processes associated with the cultural meanings of mental health, a rhetorical analysis of their use of commonplaces suggests that they are not simply recycling older clichés, but constitute a creative ‘reobjectification’ of madness.  相似文献   

3.
As gaming culture continues to marginalize women and people of color, other gamers are also highlighting the inequalities they face within digital gaming communities. While heterosexism and homophobia are commonplace within gaming culture, little is known about the actual experiences of “gaymers” and even less about “gaymers” of color. As such, this article seeks to explore lesbians of color and their experiences “gayming” out and online. Exploring identity development, community building, and connectivity via social networking, the women within this study articulate what it means to be lesbian online and how this impacts their physical and digital experiences. The private spaces within gaming culture that many marginalized groups inhabit are the few spaces that value the articulation of marginalized interests and viewpoints. Ethnographic observations reveal how supportive communities can improve resilience by mitigating the effects of stereotyping, microaggressions, and other discriminatory practices in online gaming.  相似文献   

4.
Anxieties about social cohesion in multicultural societies have prompted scrutiny of how young people negotiate culturally diverse spaces. A key perspective of the literature at the intersections of youth studies and urban multiculture is that young people shift between racist and convivial modes of relationality to navigate their complex social worlds. Drawing on ethnographic fieldwork in a culturally diverse high school in Melbourne, Australia, I suggest that this binary framing fails to capture some of the diverse logics and practices within multicultural youth sociality. Reconciling dichotomous conceptual frames that position young people as moving back-and-forth between forms of exclusion and openness, I propose an alternative frame – a perverse form of everyday cosmopolitanism – through which to consider young people’s intercultural relations. To do this, I draw on young people’s conversations about sex, dating and desire as an entry point for new theorising about racism. Race and ethnicity were cornerstones of students’ frequent discussions about sexual ‘tastes’ and activity, discourses that have racist histories and effects. However, students did not understand their social world in such terms. These students’ social practices offer a situated illustration of how racism can function as part of a more inclusive cosmopolitan ethos in young lives, which I term ‘perverse cosmopolitanism’.  相似文献   

5.
The medical profession ascribes otherness to people with disabilities through diagnosis and expertism, which sets in motion discursive powers that oversee their exclusion through schooling and beyond. In this paper, I present a narrative pieced together from personal experiences of ducking and weaving the deficit discourse in ‘inclusive’ education, when seeking employment and in day-to-day family interaction as a person with severely impaired vision. This work builds on previous qualitative research I conducted in Queensland, Australia with a group of young people with impaired vision who attended an inclusive secondary school. I frame this discussion using Foucault’s conception of normalising judgement against the hegemony of normalcy, and consider that inclusion for people with disabilities is reminiscent of a haunting. Through this analysis, I demonstrate how my ideology is formed, and how it in turn shapes a research agenda geared toward seeking greater inclusion for young people with disabilities in schools.  相似文献   

6.
Over the past few years, some articles in this journal began to propose avenues of inquiry that would go beyond the long lasting subculture/post-subculture debate. This article aims to contribute to this emerging literature through examining the semi-independent role of ‘schooling’ in shaping specific patterns of youth (sub)cultural participation with specific reference to the role of high school rock music in Taiwan. I analyse how certain schooling structures and institutions – such as academic ranking and exams – frame the way students engage in their rock activities, and how this facilitates the popularity of heavy metal rock and the replication of exam culture in students’ rock subculture. Extending Shildrick and Macdonald’s use of the term ‘leisure career’, I suggest that an in-depth analysis of the interplay between young people’s ‘educational career’ and their focused leisure activities can be useful in understanding how specific patterns of decision making shape young students’ everyday culture and contribute to the distinctiveness of their subcultural participation.  相似文献   

7.
This article uses data and theory from psychological and sociological sources in order to examine computer gamers engagement with computer games. The article employs data from studies of gender difference in computer game interactions in order to theoretically open up the rich diversity of gamers interactions with games. The theoretical discussion employs a mix of psychological ideas, especially those of affordances, effectivities and attunement, with ideas from cultural studies, especially those of subject positions and preferred readings. The article argues that gaming needs to be viewed as an activity taking place in cultural niches that arise in the complex interaction between games, gamers and gaming cultures.  相似文献   

8.
This article explores the digital divide among young people in Spain by examining four traditional socio-demographic variables (gender, age, education and employment situation). It proposes the concept of ‘technological capital’ as a means to put people’s socioeconomic conditions of existence into relation with the different forms of accessing and using Information and Communication Technologies (ICT). Methodologically, a quantitative approach is taken, based on the National Statistics Institute’s survey of ICT Equipment in households, which makes use of both bivariate and multivariate analysis. Finally, a typology of young users of the Internet is proposed (1 – Digitally Excluded; 2 – Basic Users; 3 – Users in Mobility; 4 – Cyber Consumers; 5 – Cyber Experts) which takes into account the importance of technological capital, the socio-economic position and cultural resources of subjects in their incorporation of ICTs into their daily life.  相似文献   

9.
The burden of care for a disabled relative traditionally falls on women: mothers, wives, sisters. In Cambodia, Khmer culture is strongly structured around the family unit within which both the role of women and discrimination towards people with disabilities are sanctioned by social hierarchy, perceptions of weakness, and the concept of karmic merit. This article explores the impact of ADD International's project in Cambodia to support people with ‘intellectual disabilities’ – that is, learning disabilities – and aims to assess how this work affected carers, the majority of whom were women.  相似文献   

10.
This paper considers how ‘participation’ features as a key concept in contemporary approaches to research, policy and interventions to promote young people's experiences of safety and well-being in digital society. In particular, it examines the potential of participatory design (PD) methodology as a way of expressing, surfacing and supporting engagement with youth perspectives in research and design projects. In doing so, we explore how the language, materials and processes of a PD approach can help reconfigure the aims of research beyond the production of ‘products’ towards fostering ‘youth-inclusive publics’. Drawing on the concept of ‘infrastucturing’ and ‘attachments’ [Le Dantec, C. A., and C. DiSalvo. 2013. “Infrastructuring and the Formation of Publics in Participatory Design.” Social Studies of Science 43 (2): 241–264. doi:10.1177/0306312712471581], the paper reflects on an Australian research project to develop online campaigns to promote youth safety and well-being in digital society. From our analysis emerged three commitments of PD with young people that help articulate, make visible and unpack ‘attachments’ to concepts of youth, technology and well-being and provide new opportunities for engagement with youth experience in research and intervention design. We find that these commitments – the embodiment of context; the enactment of creativity and the emergence of connectivity – offer novel insights on youth participation in complex research projects. Moreover, foregrounding these commitments through PD can build shared vocabularies, artefacts and processes of engagement with young people in research projects focused on youth safety and well-being.  相似文献   

11.
This paper focuses on a fundamental problem with individualisation theories – the assumption that contemporary personal lives are radically new and different from those in the past. This is a particularly important issue for individualisation theories because they essentially depend on the idea of epochal, even revolutionary, historical change. Empirically, I examine the experience of personal life in Britain in the late 1940s and early 1950s (where a number of excellent sources exist) and compare it with today. Looking first at the personal life of gay and lesbian people, and of heterosexual spouses, I find substantial, but not unambiguous, ‘improvement’– in terms of equality, openness and diversity – over the period. But this improvement does not necessarily mean transformation in how people think about their personal lives and how they ought to conduct them. The paper goes on, therefore, to examine ‘tradition’ and ‘individualisation’ through the lens of ideas around extra‐marital sex and divorce. Rather than some duality between ‘traditional’ and ‘individualising’ people in the two periods, I find that how people thought, and the range of their thoughts, about how to conduct personal life seem similar in 1949/50 to the present day – given the debates and issues of the time. In both periods the married, older and more religious were the more ‘traditional’, and the young and the more professional were more ‘progressive’. But the bulk of both samples were ‘pragmatists’, holding practical views of what was reasonably proper and possible in adapting to, and improvising around, their circumstances.  相似文献   

12.
The language of young people is often viewed very negatively by some sections of the mainstream media and by some social commentators in the UK. While this is nothing new – older generations routinely despair of how the youth of today are ruining the language – what is different now is the added element of ethnicity, whereby young people of various ethnicities are perceived as using some kind of ‘ghetto grammar’ or ‘Jafaican’ which carry often explicit connotations of ‘sounding black’. This paper challenges the mainstream view by firstly introducing the linguistic take on this emerging Multicultural Urban British English, and then exploring the views of young people themselves on how they use language by taking qualitative data from a linguistic ethnography project involving 14–16-year-olds in a non-mainstream urban educational setting. The young people provide insights into their language that are in complete opposition to the views so often expressed in the media, and which instead suggest that linguistic features that were previously strongly associated with specific ethnicities are being used in new and innovative ways. Refreshingly, it would appear that for many young people ethnicity is simply not a consideration, at least in relation to language.  相似文献   

13.
Contrary to views that young people with the label of autism are incapable of engaging in collective cultural practice, this article examines how they construct identities through social interactions to belong, compete, and participate. In a multi-sited ethnography of high school students with disabilities, we focused on two students as they move across contexts of school, debate team, and home. Over two years of interviews and participant observation, these students demonstrated nuanced efforts to distance themselves from the ‘autistic’ label. These acts of positioning illuminated how they negotiate identities with the knowledge their interactions shape how people perceive their participation in different contexts. By following them across informal and formal environments, we could see how they transition across multiple social worlds and appreciate the combined power these contexts have on youth identity.  相似文献   

14.
There is much debate within youth studies regarding whether or not, or to what extent, young people subjectively experience individualised life-pathways. This article suggests that alongside these debates, it might be fruitful to also explore if young people are being institutionally individualised ‘from above’. Using the current UK Government's child poverty policy as a case study, it explores the extent to which this policy individualises low-income young people, arguing that it strongly pushes them towards the project of self-making and choice-biographies. This is regardless of whether or not they subjectively see themselves as self-makers, or whether or not they are equipped for the task. Working with 38 young people around England, who were some of targets of this policy, this article then goes on to document how this individualisation ‘from above’ was actively rejected. Given the opportunity to write their own, ideal child poverty policy, created as part of this research, these young people instead underscored the importance of structural inequalities in shaping the problems of poverty as they saw them. Their policy highlighted a desire for collective, universalistic interventions to correct for these inequalities, rather than individualised solutions imposed ‘from above’.  相似文献   

15.
ABSTRACT

You’ve gotta befriend them but not be their friend’ is how one youth worker thoughtfully described the secret to successful youth practice. This paper draws on experiences of youth workers in the United Kingdom to consider how the growth of digital technologies comes to be negotiated and articulated in professional practice. Situating these experiences alongside young people’s accounts, this article highlights a distinction between young people’s relationship with the digital and adult perceptions of youth and technology. The aim of this paper is to consider what factors contribute towards this divide and where adult perceptions come from, if not from the experiences of young people themselves. The article then goes on to discuss the potential consequences of the presence of technology and discourses surrounding the digital for youth worker’s engagements with young people in professional practice. Overall, this article argues for the enduring relevance of youth workers and physical youth centres in a digital age and joins several scholars in critiquing the chronic under-investment in youth workers and provision in the UK and beyond.  相似文献   

16.
In this paper, I examine how young selfie sharers engage in intimate edgework in the visual social media site tumblr. Originally devised by Stephen Lyng, edgework is defined as the purposeful engagement in risky behaviour as a result of the seductive character of the experience, and the rewards of doing so brings. The article is based on data gathered from in-depth, online interviews with 25 young people who post naked self-photographs to their tumblr blogs, and participant observation between mid-2014 and late 2015. Through their online practices, I show how young selfie sharers gain a range of benefits similar to those leveraged by people engaged in archetypal forms of edgework – such as skydivers – without the threat of physical danger. Young people negotiate the societal boundaries of morality/immorality and order/disorder; prepare and deploy specific skills in their edgework; and maintain a perception of control. Through being naked on the internet, young people feel a sense of well-being and belonging, thus engaging in ‘intimate edgework’. This article answers the call for further development of a feminist model of edgework that uproots its original hegemonic masculine ideals by elaborating on how individuals negotiate emotional edges in the digital age.  相似文献   

17.
Men are more likely than women to engage in so-called ‘strategic’ forms of gambling, particularly wagering and casino table games, but the reasons for this preference are unclear. Previous research on male gender roles found that behaviours that are effective at establishing masculinity are those perceived as being risky, skill-based and public – which are also characteristic of these ‘strategic’ forms of gambling. The aim of the current study was to examine the possibility that men may be drawn to wagering and casino table games because these strategic forms of gambling are associated with masculinity. Seventy male treatment-seeking problem gamblers completed a survey on their perceptions of various forms of gambling, and a measure of conformity to masculine norms. Participants reported that being seen as skilled and intelligent, and acting in public were important motivators for both wagering and playing casino table games. Furthermore, individuals who engaged in wagering and casino table games displayed higher levels of conformity to masculine norms than those who preferred gambling on gaming machines. The findings have important implications for the regulation of gambling promotion, the encouragement of help-seeking, and the treatment of gambling disorders in men.  相似文献   

18.
ABSTRACT

This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.  相似文献   

19.
Based on social media content analysis and focus groups with young people, the current study explores expressive and instrumental uses of the internet among street gangs. ‘Trap rap’ videos posted on YouTube and orientated around life as a drug dealer are identified as the ultimate cultural artefact for denoting London, UK, gang culture. These videos serve an expressive purpose in terms of reputation building, but also shed light on the instrumental business of gangs – specifically, illicit drugs sales via ‘country lines’. Looking beyond the artefact toward how these videos are created, disseminated, and consumed, reveals the instrumental organisation of gangs and how social rules and behaviours within them are monitored and enforced. The current study thus contributes to gang research from the UK, and the growing body of literature on gang and gang member use of the Internet, with implications for research and practice.  相似文献   

20.
Current literature focusing on young people’s digital technology use often reflects concerns that they may live virtual lives and withdraw from locally geographically situated spaces. It assumes the existence of a split between offline and online ‘worlds’ corresponding to ‘real ‘and ‘non-real’ respectively. This article reports research findings on how young people locate new social media technologies in their daily lives with particular focus on the relationship between their online and offline experiences. The voices of the young people guided the research, which found that their social media use contradicts conventional narratives of moral panic about the alleged unreality and fearful dangers of online spaces for young people.  相似文献   

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