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		<title>Comment on ICA pre-games event by playhouse</title>
		<link>http://playhouse.wordpress.com/2013/03/18/ica-pre-games-event/#comment-123</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Thu, 30 May 2013 12:59:12 +0000</pubDate>
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		<description><![CDATA[Here is a copy of the abstract

Representations of Ability and Disability in Dead Space and Deus Ex: Human Revolutions

Horror and science fiction have long explored issues of difference, identity and technology. Many digital games incorporate these themes, alongside depictions of physical damage, bodily alteration and augmentation (technological, viral, medical or magical). At the same time, such games frequently require that players invest in the acquisition, performance and measurement of ability. Games make these preoccupations visible, while the bodies represented within games raise questions about the conceptual relationships between ability and disability.  

These issues will be explored through the textual analysis (see Carr, 2009) of two games: Dead Space, in which engineer Isaac Clarke battles monstrously mutated undead, and Deus Ex: Human Revolutions, which includes an extensively augmented protagonist and themes of consent, corporate corruption and transhumanism. Both games feature representations of able and disabled bodies. Within gaming culture in general, status is frequently associated with perceived ability, while gaming hardware assumes particular kinds of bodies and capacities - as does much of the game studies research into topics such as immersion, interfaces and embodiment. The existing literature on disability and digital games is of limited relevance to this presentation, because it has generally involved the production of therapeutic games, or the creation of tools to facilitate access, while the focus of this study is the cultural politics of the bodies on screen (e.g. Dyer, 1993). This research does not rely on medical or educational models of disability. Disability theorists view the medical model of disability ‘as a major stumbling block to the reinterpretation of disability as a political category and to the social changes that could follow such a shift’ (Linton 1998, p 11). Cultural theories of disability make it possible to engage critically with the discourses and social practices that construct some bodies as able or ‘normal’ while excluding and penalizing bodies that deviate from this standard (Davis, 2006). While it is informed by disability theory, this research is based within the field of game studies. Game studies literature on genre, narrative and methodology has shaped the analysis (e.g. Carr, Buckingham, Burn and Schott, 2006; Dovey and Kennedy, 2006; Krzywinska, 2002; Perron, 2009;). 

Technology changes the ways in which disability is experienced and, at the same time, technology impacts on popular understandings of what constitutes disability.  As Verlager (2006) has pointed out, generic science fiction has explored relations between identity, bodies and technology without necessarily positioning the augmented subject as deficit relative to a desirable norm. This is relevant, because bodily alteration is often accorded positive status in games: character development through augmentation is a core mechanic in many games, and augmented bodies are unlikely to be contrasted against ‘normal’ bodies in a predictable fashion. Similar ambiguities can be identified in Dead Space, and Deus Ex: Human Revolutions. An analysis of each game will be presented, and the issues and implications raised in each instance will be discussed. 



Acknowledgements: 
This research is undertaken with the support of the AHRC. The project is titled Digital Games: Representations of Disability (project dates, March 2013 – February 2014). More information is online at  http://playhouse.wordpress.com/category/project-digital-games-representations-of-ability-and-disability/


Bibliography 
Bierre, K., Chetwynd, J., Ellis, B., Hinn, M., Ludi., S. and T. Westin (2005) ‘Game not over: Accessibility issues in video games’ in Proceedings of the 3rd International Conference on Universal Access in Human Computer Interaction July 2005 Las Vegas, USA

Carr, D., Buckingham, D., Burn, A., Schott G. (2006) Computer Games: Text, Narrative and Play, Cambridge: Polity Press

Carr, D (2009) ‘Textual Analysis, Digital Games, Zombies’. Presented at DiGRA International Conference, London, September 2009. Online at http://www.digra.org/dl/db/09287.24171.pdf

Carr, D (2010) ‘Constructing Disability in Online Worlds; Conceptualising Disability in Online Research’. London Review of Education March 2010

Davis, L. J. (1995) Enforcing Normalcy: Disability, Deafness and the Body. London: Verso

Davis, L.J (2006) ‘Constructing Normalcy: The Bell Curve, the Novel, and the Invention of the Disabled Body in the Nineteenth Century’, in The Disability Studies Reader. L.J.Davis (ed). New York. Routledge pp 3-16

Dovey, J. and Kennedy, H.W. (2006) Game Cultures: Computer Games as New Media. Maidenhead: Open University Press

Dyer, R. (1993) The Matter of Images; Essays on representations. London. Routledge

Goggin, G and Newell, C. (2006) ‘Editorial Comment: Disability, identity and interdependence: ICTs and new social forms’. Information, Communication and Society Vol 9 No 3 June 2006 pp 309-311

Krzywinska, T. (2002). ‘Hands-On Horror’. In T. Krzywinska &amp; G. King (Eds.), ScreenPlay: Cinema/Videogame Interfaces. London: Wallflower

Linton, S. (1998) Claiming Disability. New York. New York University Press

Perron, B (2009) ‘The Survival Horror: The Extended Body Genre’ in Horror Video Games, B.Perron (ed.) Jefferson, North Carolina: McFarland and Company, Inc. pp 121-143

Siebers, T. (2009) Disability Theory. Ann Arbor. The University of Michigan Press

Verlager, A.(2006) Decloaking Disability: Images of Disability and Technology in Science Fiction Media. MA Thesis, MIT. Boston: Massachusetts Institute of Technology, 2006

Yuan, B., Folmer, E., and Harris, F.C. (2011) ‘Game Accessibility: a Survey’ Universal Access in the Information Society, Volume 10, Number 1, pages 81-100, March 2011]]></description>
		<content:encoded><![CDATA[<p>Here is a copy of the abstract</p>
<p>Representations of Ability and Disability in Dead Space and Deus Ex: Human Revolutions</p>
<p>Horror and science fiction have long explored issues of difference, identity and technology. Many digital games incorporate these themes, alongside depictions of physical damage, bodily alteration and augmentation (technological, viral, medical or magical). At the same time, such games frequently require that players invest in the acquisition, performance and measurement of ability. Games make these preoccupations visible, while the bodies represented within games raise questions about the conceptual relationships between ability and disability.  </p>
<p>These issues will be explored through the textual analysis (see Carr, 2009) of two games: Dead Space, in which engineer Isaac Clarke battles monstrously mutated undead, and Deus Ex: Human Revolutions, which includes an extensively augmented protagonist and themes of consent, corporate corruption and transhumanism. Both games feature representations of able and disabled bodies. Within gaming culture in general, status is frequently associated with perceived ability, while gaming hardware assumes particular kinds of bodies and capacities &#8211; as does much of the game studies research into topics such as immersion, interfaces and embodiment. The existing literature on disability and digital games is of limited relevance to this presentation, because it has generally involved the production of therapeutic games, or the creation of tools to facilitate access, while the focus of this study is the cultural politics of the bodies on screen (e.g. Dyer, 1993). This research does not rely on medical or educational models of disability. Disability theorists view the medical model of disability ‘as a major stumbling block to the reinterpretation of disability as a political category and to the social changes that could follow such a shift’ (Linton 1998, p 11). Cultural theories of disability make it possible to engage critically with the discourses and social practices that construct some bodies as able or ‘normal’ while excluding and penalizing bodies that deviate from this standard (Davis, 2006). While it is informed by disability theory, this research is based within the field of game studies. Game studies literature on genre, narrative and methodology has shaped the analysis (e.g. Carr, Buckingham, Burn and Schott, 2006; Dovey and Kennedy, 2006; Krzywinska, 2002; Perron, 2009;). </p>
<p>Technology changes the ways in which disability is experienced and, at the same time, technology impacts on popular understandings of what constitutes disability.  As Verlager (2006) has pointed out, generic science fiction has explored relations between identity, bodies and technology without necessarily positioning the augmented subject as deficit relative to a desirable norm. This is relevant, because bodily alteration is often accorded positive status in games: character development through augmentation is a core mechanic in many games, and augmented bodies are unlikely to be contrasted against ‘normal’ bodies in a predictable fashion. Similar ambiguities can be identified in Dead Space, and Deus Ex: Human Revolutions. An analysis of each game will be presented, and the issues and implications raised in each instance will be discussed. </p>
<p>Acknowledgements:<br />
This research is undertaken with the support of the AHRC. The project is titled Digital Games: Representations of Disability (project dates, March 2013 – February 2014). More information is online at  <a href="http://playhouse.wordpress.com/category/project-digital-games-representations-of-ability-and-disability/" rel="nofollow">http://playhouse.wordpress.com/category/project-digital-games-representations-of-ability-and-disability/</a></p>
<p>Bibliography<br />
Bierre, K., Chetwynd, J., Ellis, B., Hinn, M., Ludi., S. and T. Westin (2005) ‘Game not over: Accessibility issues in video games’ in Proceedings of the 3rd International Conference on Universal Access in Human Computer Interaction July 2005 Las Vegas, USA</p>
<p>Carr, D., Buckingham, D., Burn, A., Schott G. (2006) Computer Games: Text, Narrative and Play, Cambridge: Polity Press</p>
<p>Carr, D (2009) ‘Textual Analysis, Digital Games, Zombies’. Presented at DiGRA International Conference, London, September 2009. Online at <a href="http://www.digra.org/dl/db/09287.24171.pdf" rel="nofollow">http://www.digra.org/dl/db/09287.24171.pdf</a></p>
<p>Carr, D (2010) ‘Constructing Disability in Online Worlds; Conceptualising Disability in Online Research’. London Review of Education March 2010</p>
<p>Davis, L. J. (1995) Enforcing Normalcy: Disability, Deafness and the Body. London: Verso</p>
<p>Davis, L.J (2006) ‘Constructing Normalcy: The Bell Curve, the Novel, and the Invention of the Disabled Body in the Nineteenth Century’, in The Disability Studies Reader. L.J.Davis (ed). New York. Routledge pp 3-16</p>
<p>Dovey, J. and Kennedy, H.W. (2006) Game Cultures: Computer Games as New Media. Maidenhead: Open University Press</p>
<p>Dyer, R. (1993) The Matter of Images; Essays on representations. London. Routledge</p>
<p>Goggin, G and Newell, C. (2006) ‘Editorial Comment: Disability, identity and interdependence: ICTs and new social forms’. Information, Communication and Society Vol 9 No 3 June 2006 pp 309-311</p>
<p>Krzywinska, T. (2002). ‘Hands-On Horror’. In T. Krzywinska &amp; G. King (Eds.), ScreenPlay: Cinema/Videogame Interfaces. London: Wallflower</p>
<p>Linton, S. (1998) Claiming Disability. New York. New York University Press</p>
<p>Perron, B (2009) ‘The Survival Horror: The Extended Body Genre’ in Horror Video Games, B.Perron (ed.) Jefferson, North Carolina: McFarland and Company, Inc. pp 121-143</p>
<p>Siebers, T. (2009) Disability Theory. Ann Arbor. The University of Michigan Press</p>
<p>Verlager, A.(2006) Decloaking Disability: Images of Disability and Technology in Science Fiction Media. MA Thesis, MIT. Boston: Massachusetts Institute of Technology, 2006</p>
<p>Yuan, B., Folmer, E., and Harris, F.C. (2011) ‘Game Accessibility: a Survey’ Universal Access in the Information Society, Volume 10, Number 1, pages 81-100, March 2011</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on References by playhouse</title>
		<link>http://playhouse.wordpress.com/2011/10/04/references/#comment-120</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Wed, 03 Apr 2013 20:11:14 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=402#comment-120</guid>
		<description><![CDATA[Website and bibliography for the So What is Normal project http://www.sowhatisnormal.co.uk/bibliography]]></description>
		<content:encoded><![CDATA[<p>Website and bibliography for the So What is Normal project <a href="http://www.sowhatisnormal.co.uk/bibliography" rel="nofollow">http://www.sowhatisnormal.co.uk/bibliography</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on ICA pre-games event by playhouse</title>
		<link>http://playhouse.wordpress.com/2013/03/18/ica-pre-games-event/#comment-119</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Tue, 02 Apr 2013 08:32:24 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=545#comment-119</guid>
		<description><![CDATA[CALL FOR PAPERS AND WORKSHOPS

http://game.icahdq.org/ohana/website/?p=70141071

The Power of Play: Motivational Uses and Applications of Digital Games

Pre-Conference to the 63rd International Communication Association (ICA) Annual Conference, London, UK

17 June 2013

Venue: Hilton London Metropole Hotel, London, UK

Jointly organized by:

ICA Game Studies Special Interest Group
ECREA Digital Games Research Temporary Working Group
Ever since their public appearance some four decades ago, digital games have been considered to be a unique medium that provides a specific type of experience which evokes high levels of motivation: Motivation to play repeatedly to gratify a need, and motivation to change attitudes, beliefs, and behaviors. On the one side, this motivational aspect of digital games has led to claims of them being addictive, and evoking anti-social tendencies due to their contents. On the other side, digital games are seen as tools that could radically improve learning and training outcomes, modify perceptions and behaviors, and consequently could be used in various types of interventions. For the player, the motivation to play a digital game, and the motivation to let its contents and features change their real life beliefs, perceptions, and even behavior do not have to be mutually exclusive. Hence, the ways in which digital gaming experience could be shaped to evoke motivation to play, and their various applications for entertainment and other purposes need to be better understood.

The goal of the pre-conference, “The Power of Play,” is to shed light on the motivational aspects of digital games and gameplay, how they relate to the ways in which games are used for entertainment and other purposes, the domains in which they are applied, the challenges in their design and application, and the ways in which they are studied. In order to tackle these questions, the pre-conference welcomes extended abstracts and/or workshop submissions with different theoretical backgrounds, methods and perspectives. Possible pre-conference topics include but are not restricted to:

Digital games as a motivational medium
Digital game theories to explain motivation
Game content and design considerations to evoke motivation
Gaming experience, solo and social play for motivation
Motivation to play vs. motivation to change beliefs, attitudes, and behaviors
Innovative methods for studying motivational uses and applications of games
Effects of motivational uses of digital games
The mechanism of digital game motivation
The process and challenges of
Using digital games for commercial profit
Using digital games to facilitate learning, to raise awareness, or to change behavior
Further information on the pre-conference can be found at: http://icagames.org, and on the ICA main conference at www.icahdq.org.]]></description>
		<content:encoded><![CDATA[<p>CALL FOR PAPERS AND WORKSHOPS</p>
<p><a href="http://game.icahdq.org/ohana/website/?p=70141071" rel="nofollow">http://game.icahdq.org/ohana/website/?p=70141071</a></p>
<p>The Power of Play: Motivational Uses and Applications of Digital Games</p>
<p>Pre-Conference to the 63rd International Communication Association (ICA) Annual Conference, London, UK</p>
<p>17 June 2013</p>
<p>Venue: Hilton London Metropole Hotel, London, UK</p>
<p>Jointly organized by:</p>
<p>ICA Game Studies Special Interest Group<br />
ECREA Digital Games Research Temporary Working Group<br />
Ever since their public appearance some four decades ago, digital games have been considered to be a unique medium that provides a specific type of experience which evokes high levels of motivation: Motivation to play repeatedly to gratify a need, and motivation to change attitudes, beliefs, and behaviors. On the one side, this motivational aspect of digital games has led to claims of them being addictive, and evoking anti-social tendencies due to their contents. On the other side, digital games are seen as tools that could radically improve learning and training outcomes, modify perceptions and behaviors, and consequently could be used in various types of interventions. For the player, the motivation to play a digital game, and the motivation to let its contents and features change their real life beliefs, perceptions, and even behavior do not have to be mutually exclusive. Hence, the ways in which digital gaming experience could be shaped to evoke motivation to play, and their various applications for entertainment and other purposes need to be better understood.</p>
<p>The goal of the pre-conference, “The Power of Play,” is to shed light on the motivational aspects of digital games and gameplay, how they relate to the ways in which games are used for entertainment and other purposes, the domains in which they are applied, the challenges in their design and application, and the ways in which they are studied. In order to tackle these questions, the pre-conference welcomes extended abstracts and/or workshop submissions with different theoretical backgrounds, methods and perspectives. Possible pre-conference topics include but are not restricted to:</p>
<p>Digital games as a motivational medium<br />
Digital game theories to explain motivation<br />
Game content and design considerations to evoke motivation<br />
Gaming experience, solo and social play for motivation<br />
Motivation to play vs. motivation to change beliefs, attitudes, and behaviors<br />
Innovative methods for studying motivational uses and applications of games<br />
Effects of motivational uses of digital games<br />
The mechanism of digital game motivation<br />
The process and challenges of<br />
Using digital games for commercial profit<br />
Using digital games to facilitate learning, to raise awareness, or to change behavior<br />
Further information on the pre-conference can be found at: <a href="http://icagames.org" rel="nofollow">http://icagames.org</a>, and on the ICA main conference at <a href="http://www.icahdq.org" rel="nofollow">http://www.icahdq.org</a>.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CS week 10 by playhouse</title>
		<link>http://playhouse.wordpress.com/2012/12/07/cs-week-10/#comment-68</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Fri, 07 Dec 2012 20:40:43 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=446#comment-68</guid>
		<description><![CDATA[Constructing childhood (on screen) Additional resources:

Lebeau, V. (2008) Childhood and the Cinema Chicago: University of Chicago Press

Lury, K. (2010) The Child in Film, London: I.B.Tauras

McClintock, A. (1995), ‘Soap and commodity spectacle’ extract reprinted (pages 280-282) in Hall, S. (ed.), Representation: Cultural Representations and Signifying Practices, London: Sage. 1997

Mills, R. (2000) ‘Perspectives of childhood’, Chapter 1 of Childhood Studies: A Reader in perspectives of childhood. New York: Routledge Pages 7-38

Wojcik-Andrews, I. (2000) Children’s Films New York: Garland Publishing

There are articles on children and film at Jump Cut – for instance on the films Spirited Away, Hoop Dreams, or ET. Search the Jump Cut archive here: http://www.ejumpcut.org/archive/index.html

Morrison, D., (undated) ‘Children on Film’, BFI’s Screenonline, (this is an online resource with links to film descriptions and outlines). http://www.screenonline.org.uk/film/id/446281/index.html]]></description>
		<content:encoded><![CDATA[<p>Constructing childhood (on screen) Additional resources:</p>
<p>Lebeau, V. (2008) Childhood and the Cinema Chicago: University of Chicago Press</p>
<p>Lury, K. (2010) The Child in Film, London: I.B.Tauras</p>
<p>McClintock, A. (1995), ‘Soap and commodity spectacle’ extract reprinted (pages 280-282) in Hall, S. (ed.), Representation: Cultural Representations and Signifying Practices, London: Sage. 1997</p>
<p>Mills, R. (2000) ‘Perspectives of childhood’, Chapter 1 of Childhood Studies: A Reader in perspectives of childhood. New York: Routledge Pages 7-38</p>
<p>Wojcik-Andrews, I. (2000) Children’s Films New York: Garland Publishing</p>
<p>There are articles on children and film at Jump Cut – for instance on the films Spirited Away, Hoop Dreams, or ET. Search the Jump Cut archive here: <a href="http://www.ejumpcut.org/archive/index.html" rel="nofollow">http://www.ejumpcut.org/archive/index.html</a></p>
<p>Morrison, D., (undated) ‘Children on Film’, BFI’s Screenonline, (this is an online resource with links to film descriptions and outlines). <a href="http://www.screenonline.org.uk/film/id/446281/index.html" rel="nofollow">http://www.screenonline.org.uk/film/id/446281/index.html</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CS week 9 by playhouse</title>
		<link>http://playhouse.wordpress.com/2012/12/07/cs-week-9/#comment-67</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Fri, 07 Dec 2012 20:39:22 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=448#comment-67</guid>
		<description><![CDATA[Media, new technology and childhood. Additional resources

Ashman, T. (2010), ‘Lessons for digital natives’. Published at www.guardian.co.uk.on 1 November 2010. Accessed Nov 10 at
http://www.guardian.co.uk/classroom-innovation/lessons-for-digital-natives

Bayne, S and Ross, J (2007), ‘The ‘digital native’ and ‘digital immigrant’: a dangerous opposition’. Presented at the Annual Conference of the Society for Research into Higher Education (SRHE) December 2007. 
http://www.malts.ed.ac.uk/staff/sian/natives_final.pdf

Buckingham, D. (2005) The Media Literacy of Children and Young People; A review of the research literature on behalf of Ofcom. http://www.mediasmart.org.uk/pdfs/MedLitChildrenYoungPeople.pdf

Goldstein, J. (2005), ‘Violent Video Games’, in Handbook of Computer Game Studies, Cambridge, MA: MIT Press. Pages 341-358

Prensky, M. (2001), ‘Digital Natives, Digital Immigrants’ in On the Horizon (MCB University Press, 9 (5) Accessed Nov 2011
http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf (suggest read alongside the above Bayne and Ross paper).]]></description>
		<content:encoded><![CDATA[<p>Media, new technology and childhood. Additional resources</p>
<p>Ashman, T. (2010), ‘Lessons for digital natives’. Published at <a href="http://www.guardian.co.uk.on" rel="nofollow">http://www.guardian.co.uk.on</a> 1 November 2010. Accessed Nov 10 at<br />
<a href="http://www.guardian.co.uk/classroom-innovation/lessons-for-digital-natives" rel="nofollow">http://www.guardian.co.uk/classroom-innovation/lessons-for-digital-natives</a></p>
<p>Bayne, S and Ross, J (2007), ‘The ‘digital native’ and ‘digital immigrant’: a dangerous opposition’. Presented at the Annual Conference of the Society for Research into Higher Education (SRHE) December 2007.<br />
<a href="http://www.malts.ed.ac.uk/staff/sian/natives_final.pdf" rel="nofollow">http://www.malts.ed.ac.uk/staff/sian/natives_final.pdf</a></p>
<p>Buckingham, D. (2005) The Media Literacy of Children and Young People; A review of the research literature on behalf of Ofcom. <a href="http://www.mediasmart.org.uk/pdfs/MedLitChildrenYoungPeople.pdf" rel="nofollow">http://www.mediasmart.org.uk/pdfs/MedLitChildrenYoungPeople.pdf</a></p>
<p>Goldstein, J. (2005), ‘Violent Video Games’, in Handbook of Computer Game Studies, Cambridge, MA: MIT Press. Pages 341-358</p>
<p>Prensky, M. (2001), ‘Digital Natives, Digital Immigrants’ in On the Horizon (MCB University Press, 9 (5) Accessed Nov 2011<br />
<a href="http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf" rel="nofollow">http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf</a> (suggest read alongside the above Bayne and Ross paper).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CS week 8 by playhouse</title>
		<link>http://playhouse.wordpress.com/2012/12/07/cs-week-8/#comment-66</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Fri, 07 Dec 2012 20:37:22 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=449#comment-66</guid>
		<description><![CDATA[Consumer culture and childhood. Additional resources:

Buckingham, D. (2009) The Impact of the Commercial World on Children’s Wellbeing: Report of an Independent Assessment, commissioned and published by the Department of Children, Schools and Families and the Department for Culture, Media and Sport. 
https://www.education.gov.uk/publications/standard/publicationdetail/Page1/DCSF-00669-2009#downloadableparts

Cook, D. and Kaiser, S. (2004), ‘Betwixt and Be Tween: Age ambiguity and the sexualization of the female consuming subject’ in Journal of Consumer Culture. 4 (2) Pages 203-227

Darbyshire, P. (2007) `Childhood’: are reports of its death greatly exaggerated? Journal of Child Health Care June 1, 2007 11: Pages 85-97. Accessed Oct 2011 http://chc.sagepub.com/content/11/2/85.full.pdf+html

Kapur, J (2003) ‘Free market, branded imagination — Harry Potter and the commercialization of children’s culture’ in Jump Cut: A Review of Contemporary Media No. 46. Accessed Nov 2010 at
http://www.ejumpcut.org/archive/jc46.2003/kapur.potter/index.html

Kenway, J. and Bullen E. (2001), ‘Inventing the young consumer’, in Consuming Children: Education-entertainment-advertising. Milton Keynes: Open University Press

Ringrose, J. (2011) ‘Are you sexy, flirty or a slut? Exploring ‘sexualisation’ and how teen girls perform/negotiate digital sexual identity on social networking sites’ In R. Gill and C. Scharff (eds.), New Femininities: Postfeminism, Neoliberalism and Identity. London: Palgrave.

Walkerdine, V. (1997) Daddy’s Girl: Young Girls and Popular Culture. London: Macmillan]]></description>
		<content:encoded><![CDATA[<p>Consumer culture and childhood. Additional resources:</p>
<p>Buckingham, D. (2009) The Impact of the Commercial World on Children’s Wellbeing: Report of an Independent Assessment, commissioned and published by the Department of Children, Schools and Families and the Department for Culture, Media and Sport.<br />
<a href="https://www.education.gov.uk/publications/standard/publicationdetail/Page1/DCSF-00669-2009#downloadableparts" rel="nofollow">https://www.education.gov.uk/publications/standard/publicationdetail/Page1/DCSF-00669-2009#downloadableparts</a></p>
<p>Cook, D. and Kaiser, S. (2004), ‘Betwixt and Be Tween: Age ambiguity and the sexualization of the female consuming subject’ in Journal of Consumer Culture. 4 (2) Pages 203-227</p>
<p>Darbyshire, P. (2007) `Childhood’: are reports of its death greatly exaggerated? Journal of Child Health Care June 1, 2007 11: Pages 85-97. Accessed Oct 2011 <a href="http://chc.sagepub.com/content/11/2/85.full.pdf+html" rel="nofollow">http://chc.sagepub.com/content/11/2/85.full.pdf+html</a></p>
<p>Kapur, J (2003) ‘Free market, branded imagination — Harry Potter and the commercialization of children’s culture’ in Jump Cut: A Review of Contemporary Media No. 46. Accessed Nov 2010 at<br />
<a href="http://www.ejumpcut.org/archive/jc46.2003/kapur.potter/index.html" rel="nofollow">http://www.ejumpcut.org/archive/jc46.2003/kapur.potter/index.html</a></p>
<p>Kenway, J. and Bullen E. (2001), ‘Inventing the young consumer’, in Consuming Children: Education-entertainment-advertising. Milton Keynes: Open University Press</p>
<p>Ringrose, J. (2011) ‘Are you sexy, flirty or a slut? Exploring ‘sexualisation’ and how teen girls perform/negotiate digital sexual identity on social networking sites’ In R. Gill and C. Scharff (eds.), New Femininities: Postfeminism, Neoliberalism and Identity. London: Palgrave.</p>
<p>Walkerdine, V. (1997) Daddy’s Girl: Young Girls and Popular Culture. London: Macmillan</p>
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	<item>
		<title>Comment on CS week 7 by playhouse</title>
		<link>http://playhouse.wordpress.com/2012/12/07/cs-week-7/#comment-65</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Fri, 07 Dec 2012 20:35:49 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=450#comment-65</guid>
		<description><![CDATA[Difference and disability. Additional resources:

Blume, H (undated) ‘”Autism &amp; The Internet” or “It’s The Wiring, Stupid”’ MIT Communications Forum. Go to:
http://web.mit.edu/comm-forum/papers/blume.html

Cole, B.A (2005), ‘Good Faith and Effort?’ Perspectives on educational inclusion, in Disability &amp; Society, 20 (3) Pages 331–344. http://eprints.ioe.ac.uk/3440/1/Cole2005Good331.pdf

Ellis, S., Tod, J., Graham-Matheson, L. (2008) Special Educational Needs and Inclusion: Reflection and Renewal. A report for NASUWT, Birmingham 2008. Published by NASUWT. http://www.nasuwt.org.uk/consum/groups/public/@education/documents/nas_download/nasuwt_000619.pdf

Linton, S (1998) Disability Studies/Not Disability Studies, Disability and Society, 13: 4, Pages 525-539
http://www.tandfonline.com/doi/abs/10.1080/09687599826588

Liasidou, A. (2010), ‘Special educational needs: a public issue’, in International Studies in Sociology of Education, 20 (3) 225 – 239.
http://www.tandfonline.com/doi/abs/10.1080/09620214.2010.516118

Silverman, C (2008), ‘Fieldwork on Another Planet: Social Science Perspectives on the Autism Spectrum’, in Biosocieties vol 3 issue 3 Pages 325-341. Cambridge University Press. 
http://journals.cambridge.org/action/displayAbstract?fromPage=online&amp;aid=2201840

The British Film Institute has an online resource that features a helpful introduction to disability theory, and to the representation of disability in media.
http://www.bfi.org.uk/education/teaching/disability/?q=disablingimagery]]></description>
		<content:encoded><![CDATA[<p>Difference and disability. Additional resources:</p>
<p>Blume, H (undated) ‘”Autism &amp; The Internet” or “It’s The Wiring, Stupid”’ MIT Communications Forum. Go to:<br />
<a href="http://web.mit.edu/comm-forum/papers/blume.html" rel="nofollow">http://web.mit.edu/comm-forum/papers/blume.html</a></p>
<p>Cole, B.A (2005), ‘Good Faith and Effort?’ Perspectives on educational inclusion, in Disability &amp; Society, 20 (3) Pages 331–344. <a href="http://eprints.ioe.ac.uk/3440/1/Cole2005Good331.pdf" rel="nofollow">http://eprints.ioe.ac.uk/3440/1/Cole2005Good331.pdf</a></p>
<p>Ellis, S., Tod, J., Graham-Matheson, L. (2008) Special Educational Needs and Inclusion: Reflection and Renewal. A report for NASUWT, Birmingham 2008. Published by NASUWT. <a href="http://www.nasuwt.org.uk/consum/groups/public/@education/documents/nas_download/nasuwt_000619.pdf" rel="nofollow">http://www.nasuwt.org.uk/consum/groups/public/@education/documents/nas_download/nasuwt_000619.pdf</a></p>
<p>Linton, S (1998) Disability Studies/Not Disability Studies, Disability and Society, 13: 4, Pages 525-539<br />
<a href="http://www.tandfonline.com/doi/abs/10.1080/09687599826588" rel="nofollow">http://www.tandfonline.com/doi/abs/10.1080/09687599826588</a></p>
<p>Liasidou, A. (2010), ‘Special educational needs: a public issue’, in International Studies in Sociology of Education, 20 (3) 225 – 239.<br />
<a href="http://www.tandfonline.com/doi/abs/10.1080/09620214.2010.516118" rel="nofollow">http://www.tandfonline.com/doi/abs/10.1080/09620214.2010.516118</a></p>
<p>Silverman, C (2008), ‘Fieldwork on Another Planet: Social Science Perspectives on the Autism Spectrum’, in Biosocieties vol 3 issue 3 Pages 325-341. Cambridge University Press.<br />
<a href="http://journals.cambridge.org/action/displayAbstract?fromPage=online&#038;aid=2201840" rel="nofollow">http://journals.cambridge.org/action/displayAbstract?fromPage=online&#038;aid=2201840</a></p>
<p>The British Film Institute has an online resource that features a helpful introduction to disability theory, and to the representation of disability in media.<br />
<a href="http://www.bfi.org.uk/education/teaching/disability/?q=disablingimagery" rel="nofollow">http://www.bfi.org.uk/education/teaching/disability/?q=disablingimagery</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CS week 6 by playhouse</title>
		<link>http://playhouse.wordpress.com/2012/12/07/cs-week-6/#comment-64</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Fri, 07 Dec 2012 20:33:16 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=451#comment-64</guid>
		<description><![CDATA[Hoodies, brats and little angels. Additional resources

Brown, J. (2007), Time, Space and Gender: Understanding ‘Problem’ Behaviour in Young Children. Children &amp; Society, 21: Pages 98–110
http://onlinelibrary.wiley.com/doi/10.1111/j.1099-0860.2006.00035.x/pdf

Fung, H. (1999) ‘Becoming a Moral Child: The Socialization of Shame among Young Chinese Children’. Ethos, 27: Pages 180–209,
http://onlinelibrary.wiley.com/doi/10.1525/eth.1999.27.2.180/pdf

Griffin, C (2004) ‘Good Girls, Bad Girls: Anglocentrism and Diversity in the Constitution of Contemporary Girlhood’ in All About the Girl: culture, power and identity. A. Harris (ed.) New York: Routledge, Pages 29 – 44

Levey, H. (2009) ‘Pageant Princesses and Math Whizzes: Understanding children’s activities as a form of children’s work’ Childhood May 2009, Pages 195-212 Accessed Oct 2011 http://chd.sagepub.com/content/16/2/195.full.pdf+html

Pearson, G. (2006) ‘Disturbing continuities:’peaky blinders’ to ‘hoodies’’Criminal Justice Matters, No 65, Autumn 2006, accessed Oct 2011 at http://www.crimeandjustice.org.uk/opus185/cjm65-pearson.pdf, Pages 64-65

Thornberg, R. (2008), ‘It’s Not Fair!’—Voicing Pupils’ Criticisms of School Rules. Children &amp; Society, 22: Pages 418–428.
http://onlinelibrary.wiley.com/doi/10.1111/j.1099-0860.2007.00121.x/abstract]]></description>
		<content:encoded><![CDATA[<p>Hoodies, brats and little angels. Additional resources</p>
<p>Brown, J. (2007), Time, Space and Gender: Understanding ‘Problem’ Behaviour in Young Children. Children &amp; Society, 21: Pages 98–110<br />
<a href="http://onlinelibrary.wiley.com/doi/10.1111/j.1099-0860.2006.00035.x/pdf" rel="nofollow">http://onlinelibrary.wiley.com/doi/10.1111/j.1099-0860.2006.00035.x/pdf</a></p>
<p>Fung, H. (1999) ‘Becoming a Moral Child: The Socialization of Shame among Young Chinese Children’. Ethos, 27: Pages 180–209,<br />
<a href="http://onlinelibrary.wiley.com/doi/10.1525/eth.1999.27.2.180/pdf" rel="nofollow">http://onlinelibrary.wiley.com/doi/10.1525/eth.1999.27.2.180/pdf</a></p>
<p>Griffin, C (2004) ‘Good Girls, Bad Girls: Anglocentrism and Diversity in the Constitution of Contemporary Girlhood’ in All About the Girl: culture, power and identity. A. Harris (ed.) New York: Routledge, Pages 29 – 44</p>
<p>Levey, H. (2009) ‘Pageant Princesses and Math Whizzes: Understanding children’s activities as a form of children’s work’ Childhood May 2009, Pages 195-212 Accessed Oct 2011 <a href="http://chd.sagepub.com/content/16/2/195.full.pdf+html" rel="nofollow">http://chd.sagepub.com/content/16/2/195.full.pdf+html</a></p>
<p>Pearson, G. (2006) ‘Disturbing continuities:’peaky blinders’ to ‘hoodies’’Criminal Justice Matters, No 65, Autumn 2006, accessed Oct 2011 at <a href="http://www.crimeandjustice.org.uk/opus185/cjm65-pearson.pdf" rel="nofollow">http://www.crimeandjustice.org.uk/opus185/cjm65-pearson.pdf</a>, Pages 64-65</p>
<p>Thornberg, R. (2008), ‘It’s Not Fair!’—Voicing Pupils’ Criticisms of School Rules. Children &amp; Society, 22: Pages 418–428.<br />
<a href="http://onlinelibrary.wiley.com/doi/10.1111/j.1099-0860.2007.00121.x/abstract" rel="nofollow">http://onlinelibrary.wiley.com/doi/10.1111/j.1099-0860.2007.00121.x/abstract</a></p>
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	</item>
	<item>
		<title>Comment on CS week 5 by playhouse</title>
		<link>http://playhouse.wordpress.com/2012/12/07/cs-week-5/#comment-63</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Fri, 07 Dec 2012 20:31:20 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=453#comment-63</guid>
		<description><![CDATA[Bullies and bullying, additional resources:

Ringrose, J. and Renold, E. (2010) ‘Normative cruelties and gender deviants: The performative effects of bully discourses for girls and boys in school’, British Educational Research Journal 
http://www.tandfonline.com/doi/abs/10.1080/01411920903018117

Smith, P., Cowie, H., Blades, M. (2003) Understanding Children’s Development Oxford: Blackwell

Svahn, J., Evaldsson, A.C. (2011) ‘‘You could just ignore me’: Situating peer exclusion within the contingencies of girls’ everyday interactional practices’ in Childhood, September 2011,
http://chd.sagepub.com/content/early/2011/09/08/0907568211402859.full.pdf+html

Sweeting, H., West, P (2010) ‘Being different: correlates of the experience of teasing and bullying at age 11’ , in Research Papers in Education Vol. 16, Issue. 3,
http://www.tandfonline.com/doi/abs/10.1080/02671520110058679

Yoneyama, S., Naito, A. ‘Problems with the Paradigm: The School as a Factor in Understanding Bullying (With Special Reference to Japan)’ British Journal of Sociology of Education Vol. 24, No. 3 (Jul., 2003), pp. 315-330 Accessed Oct 2011 at http://www.jstor.org/stable/3593327

Children and Society: The International Journal of Childhood and Children’s Services - See the special issue on bullying -http://onlinelibrary.wiley.com/doi/10.1111/chso.2011.25.issue-4/issuetoc]]></description>
		<content:encoded><![CDATA[<p>Bullies and bullying, additional resources:</p>
<p>Ringrose, J. and Renold, E. (2010) ‘Normative cruelties and gender deviants: The performative effects of bully discourses for girls and boys in school’, British Educational Research Journal<br />
<a href="http://www.tandfonline.com/doi/abs/10.1080/01411920903018117" rel="nofollow">http://www.tandfonline.com/doi/abs/10.1080/01411920903018117</a></p>
<p>Smith, P., Cowie, H., Blades, M. (2003) Understanding Children’s Development Oxford: Blackwell</p>
<p>Svahn, J., Evaldsson, A.C. (2011) ‘‘You could just ignore me’: Situating peer exclusion within the contingencies of girls’ everyday interactional practices’ in Childhood, September 2011,<br />
<a href="http://chd.sagepub.com/content/early/2011/09/08/0907568211402859.full.pdf+html" rel="nofollow">http://chd.sagepub.com/content/early/2011/09/08/0907568211402859.full.pdf+html</a></p>
<p>Sweeting, H., West, P (2010) ‘Being different: correlates of the experience of teasing and bullying at age 11’ , in Research Papers in Education Vol. 16, Issue. 3,<br />
<a href="http://www.tandfonline.com/doi/abs/10.1080/02671520110058679" rel="nofollow">http://www.tandfonline.com/doi/abs/10.1080/02671520110058679</a></p>
<p>Yoneyama, S., Naito, A. ‘Problems with the Paradigm: The School as a Factor in Understanding Bullying (With Special Reference to Japan)’ British Journal of Sociology of Education Vol. 24, No. 3 (Jul., 2003), pp. 315-330 Accessed Oct 2011 at <a href="http://www.jstor.org/stable/3593327" rel="nofollow">http://www.jstor.org/stable/3593327</a></p>
<p>Children and Society: The International Journal of Childhood and Children’s Services &#8211; See the special issue on bullying -http://onlinelibrary.wiley.com/doi/10.1111/chso.2011.25.issue-4/issuetoc</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on CS week 4 by playhouse</title>
		<link>http://playhouse.wordpress.com/2012/12/07/cs-week-4/#comment-62</link>
		<dc:creator><![CDATA[playhouse]]></dc:creator>
		<pubDate>Fri, 07 Dec 2012 20:29:11 +0000</pubDate>
		<guid isPermaLink="false">http://playhouse.wordpress.com/?p=455#comment-62</guid>
		<description><![CDATA[Child development and Childhood Studies. Additional resources

Henriques, J., Hollway, W., Urwin,C., Venn, C., Walkerdine V (1984) Changing the Subject: Psychology, Social Regulation and Subjectivity London: Routledge / Methuen

Woodhead, M. (1997) ‘Psychology and the Social Construction of Children’s needs’ Chapter 4 in Constructing and Reconstructing Childhood. New York: RoutledgeFalmer.

Woodhead, M. (2009) ‘Child Development and the Development of Childhood’, in Qvortrup, J., Corsaro W.A. and Honig, M-S. (eds.) The Palgrave Handbook of Childhood Studies, Basingstoke: Palgrave Macmillan]]></description>
		<content:encoded><![CDATA[<p>Child development and Childhood Studies. Additional resources</p>
<p>Henriques, J., Hollway, W., Urwin,C., Venn, C., Walkerdine V (1984) Changing the Subject: Psychology, Social Regulation and Subjectivity London: Routledge / Methuen</p>
<p>Woodhead, M. (1997) ‘Psychology and the Social Construction of Children’s needs’ Chapter 4 in Constructing and Reconstructing Childhood. New York: RoutledgeFalmer.</p>
<p>Woodhead, M. (2009) ‘Child Development and the Development of Childhood’, in Qvortrup, J., Corsaro W.A. and Honig, M-S. (eds.) The Palgrave Handbook of Childhood Studies, Basingstoke: Palgrave Macmillan</p>
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