Through digital technologies, powerful opportunities, and deeply problematic inequities are simultaneously at work with regard to participation in and production of digital and social media. In this talk, Dr. Negin Dahya addressed the stark gaps that remain in the way digital and social media are used, and by whom, despite mobile, networked, and computer-based technologies proliferating worldwide. What are the barriers to participation in digital media production for already marginalized young people in underserved communities in Canada? How can the limited technological resources available to young refugees in Kenya, including social media on mobile phones, be harnessed to support education in the context of a refugee camp? Drawing on examples from North America, and in international regions facing conflict and extreme poverty, Dr. Dahya explored the relationship between participation, production, information, and social development with regard to digital media and technology.
This talk was held on Friday April 11th, 2014 in 519 Kaneff Tower.
IRLT's review took place on Monday January 20th, and the reviewers were Geoffrey Rockwell, University of Alberta and Jennifer Roswell, Brock University. Faculty members met with the reviewers from 11:30 am to 12:30 pm, and our Student members met with the external reviewers from 1:30 pm to 2:15 pm.
On November 18, Dr. Emily Flynn-Jones, a Banting Post-Doctoral Fellow gave a talk for IRLT members. She described the contemporary consumer aesthetic of cute, which has a dark history, seeped in international politics and negatively gendered connotations. Yet, we are sold cute in a variety of forms as positive play. This talk focused on the culture of cute games and electronic toys in the context of gender and history, and discussed what types of games are being played with cute objects on cultural and personal levels.
Learn about IRLT's opportunity for research through the Kids Game Development Camp. Dr. Jenson describes how the technology provided as part of the camp will help us "to delve into the nature of digital gaming as an educational tool and how to best engage youth with technology."